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Volume 1, Number 2 


Mar/Apr 1981 


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Programs: 
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eMake Music 
Boolean 
Operations 
Reverse 
Video 

6 Book 
Reviews 


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Searle: 


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What's 
Coming 


Speed Up 
Screen 
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CAI INSTRUMENTS 
Introduces the WIDGET" Series 
of Peripherals for the ZX80 


open the door to real computing. 
"WIDGET" $49.95 | 'WIDGET^$99.95 Widgiprint 


The Widget interface board allows your Тре Widgiprinter is а 28 column thermo 
ZX80 to communicate with the rest of the printer that provides a hard copy of 
world through both a serial RS/232 data results Нога your programs at a price you 
bank and a parallel TTL input and can afford. 

output parts. 


а : Have you developed a unique option or 
g 3 (8) 
WIDGET” $99.95 Widgitape application tor your ZX80? We at CAI 
The Widgitape is a revolutionary tape would be interested in discussing the 
storage system that provides the features possibility of marketing your idea for you. 


of high priced floppy disks at a fraction Contact us. 
of the cost. 


Unit Price 


Remember this new “WIDGET” Series can open the 
door to real computing for your ZX80. 


Send Check, Money Order, or Credit Card WIDGET тыға КЛИН 
Company to: WIDGIPRINT тек MM 
WIDGITAPE 


. TOTAL 
e 
6 CAI Instruments, Inc. Card No. Visa 
5 2559 Arbutus Court Mastercharge o 
Е Midland, MI 48640 Exp. Date 
g Name 
Address 
City . * Зв ZIP 


Or order by phone (517) 835-6145 giving your credit 


said number. Michigan residents add 4% sales tax 


The magazine for Sinclair ZX80 users 


— ўс 


March/April 1981 


Volume 1, Number 2 


36 
40 


10 


16 


ARTICLES & INTERVIEWS 


Growth Plans and Pains................... АН! & Searle 
An interview with Nigel Searle 


Letters to the ЕдНог.......................... Headers 
Corrections and tips 


Interview With Alfred Milgram. ..........Ah/& Milgram 
The president of Melbourne House speaks out 


Crash Сигвог.................................. Truman 
The saga continues 


The Home Computer Market.................... Searle 
Crystal ball gazing 


Puzzles & РгоМетве........................ Townsend 


HARDWARE TIPS 


Micro ӉУшсе.................................... Капїег 
Overcoming power line surges 


Using the MicroAce with Sinclair Accessories. ......... 
Changes you can make to the PC board 


Video Modifications for the ZX80...................... 
Reverse video and direct video 


PROGRAMMING TECHNIQUES 


A Display F ile in Machine Соде................. Logan 
Speed up your screen displays 


Memory Display................ TERR Cromley 
Look into the memory of your ZX80 


18. 


20 


47 
48 


Truth in Programming. .......................... Lubar 
How to use Boolean operations 


Data Statement Simulation..................... Turner 
Your ZX80 can look like it has Data statements 


PROGRAMS & SOFTWARE 


Үуіддеі....................................... McGath 
Simulation of a manufacturing company 


АгїШ!егу.................................... Whetstone 
Hit the target with your ZX80 cannon 


Game оҒІйе...................................... Ahl 
John Conway's classic game 


Тіс Тас то... „о. авзон анана кекен Hoffman 
Noughts and Crosses if you prefer 


Making Music With the ZX80................... Forsen 
Second best thing to a music synthesizer 


REVIEWS & EVALUATIONS 


ZX80 Рговагатв.................................. Stein 
ZX80 Pocket Воок............................... Stein 
ZX80 Magic Воок............................... Stein 
Active Display and Breakout.................... Sutton 
ZX80 Сотрапіоп................................ Stein 
Disassembled Basic............................. Lubar 


NEW PRODUCTS & RESOURCES 


Product Ргеміем................................. Staff 


Вевоигсвв....................................... Staff . 


Publisher/ Editor-in-Chief 
Editorial Director 
Managing Editor 


Staff 


Advertiser 


David H. Ahl 
George Blank 
Paul Grosiean 


CAI Instruments 


Basic Computer Games 


Computer Music Record 


Index to Advertisers 


Associate Editor David Lubar Creative Computing 

Secretary Elizabeth Magin Creative Computing Press 
Production Manager Laura MacKenzie Creative Computing Back Issues 
Typesetter Jean Ann Vokoun Lamo-Lem 

Financial Coordinator William L. Baumann Linsac 

Bookkeeper Patricia Kennelly LJH Enterprises 

Customer Service Patricia Brown K. MacDonald 

Order Processing Joan Swihart Melbourne House 

Circulation Suzanne Guppy MicroAce 


Frances Miskovich 
Dorothy Staples Peripherals Plus 
Phipps Associates 

Rose Cassettes 
Sinclair Research 
SYNC 


SYNC T-Shirt 


March/April 1981 


Outbound Engineering 


Volume 1, Number 2 


Page 
31 SYNC is published bi-monthly for $10.00 per year 
Cover 2 by Creative Computing, 39 E. Hanover Ave., Mor- 
21 rs Plains, NJ 07950. Controlled Circulation 
Cover 3 pending at Allentown, PA. 
41 
17 Postmaster: Send address changes to SYNC, P.O. 
17 Box 789-M, Morristown, NJ 07960. 
21 
21 Subscriptions in USA: 6 issues $10; 12 issues $18; 
23 18 issues $24. UK and foreign airmail subscrip- 
7 tions: 6issues £10; 12issues £18; 181ssues £25. Call 
11 (800) 631-8112 toll-free (in NJ, 201-540-0445) to 
23 begin your subscription. 
39 
19 Copyright 1981 by Creative Computing. АП rights 
23 reserved. Reproduction prohibited in any form. 
3 
33, Cover 4 
15 


Growth Plans and Pains 
An Interview with Nigel Searle 


Nigel Searle is Sinclair's man in Boston. 
He is responsible for operations in the 
United States and Canada of Sinclair 
Research Ltd. 

Recently Mr. Searle visited Creative 
Computing and spoke with publisher David 
Ahl, about the future plans for the American 
operations of Sinclair. 


N.S.: Asageneral plan I would like to see 
us explore one new market every six month 
period. I think that in four or five months 
just about anybody who is thinking about 
buying a personal computer (which is to 
say the reasonably technically oriented 
people, the same sort of people who have 
already bought computers) must be aware 
that there is an option of only spending a 
couple hundred dollars to get started. 
Market awareness is very high. 

By the middle of 1981 I would like to 
achieve a similar level of awareness among 
people who make either purchasing deci- 
sion or recommendations regarding com- 
puters to be used in schools. Simultaneously, 
we will focus our own mail-order efforts 
on the home educational aspects of com- 
puters in an attempt to reach beyond the 
technical audience. Any parent who is 
thinking of buying a computer for his 
children will know that there is a low-cost 
entry point, and will not have heard only 
of Apple and TRS-80. 


2 


Itissurprising how many teachers there 
are who read only educational publications. 
Even though they may teach math or 
computing, they don't read the computer 
publications. At this point these teachers 
are totally unaware of the fact that there is 
such a thing as the ZX-80, and will remain 
ignorant unless we do something about 
that by addressing them through the appro- 
priate channels. 

My target for the first half of 1981 is to 
achieve a level of awareness in the educa- 
tional market. We would like to find a 
single distributor who is capable of handling 
this market with relatively little support 
from us other than the product. We would 
share all the knowledge we have gained 
from our experience in other markets, but 
we are hoping to achieve a rate of growth 
that will be just about impossible to do on 
our own. 

The negotiations that we are having at 
the moment don't look overly promising 
and I don't want to suggest that anything is 
going to happen soon. I believe that 
traditional publishing companies would 
make the best kind of partners for the 
educational market because of they are 
already selling to schools. They have the 
sales force to do the job. They have the 
ability to produce and publish the collateral 
material, software etc. And like most 
publishers they realize that their future 
lies not only in ink and paper. The problem 


is that their sales force is not necessarily 
experienced in selling hardware. But you 
must compromise somewhere. 

D.A.: What arrangements do you have 
with Image Software? 

N.S.: What we are selling there is our 
computer plus Image Computer Products' 
Computer Learning Lab as a single package. 
Our ads in the non-technical publications 
next year are going to go very strongly on 
this theme: selling the benefit of in-home 
education, rather than selling the product 
itself as we do now to the technical 
audience. 

It does no good to tell someone who 
does not know what a computer is, that he 
needs a computer. You’ve got to tell him 
what it will do for him. Then he will 
understand. If you are advertising in Popular 
Electronics, the readers already know what 
a computer can do for them; they want to 
know what this particular product is. But 
for the wider, non-technical market you 
have to detail the benefits. I think that ina 
year most of our mail-order ads, for what- 
ever market—technical or nontechnical— 
aren't going to look very much like ads for 
hardware. They will look like ads for soft- 
ware, because all the emphasis will be on 
applications. 

D.A.: That's where we are now with our 
magazine positioning: it's applications and 
software. We think that eventually there 
is a much bigger market for that than for 


SYNC Magazine 


Learn how touse a computer 


for $249. And keepthe computer. 


Introducing the Computer Learning Lab, with the Sinclair ZX80 personal computer. 


The Sinclair ZX80 is a powerful, 
personal computer already in use in 
tens of thousands of homes and busi- 
nesses. 

Now, for just $249“, the Computer 
Learning Lab will teach you and your 
children how to use this complete, ex- 
pne computer right in your own 

ome. And when you're done, you get 
to keep the computer! 

The Computer Learning Lab is a 
self-paced course that teaches the ins 
and outs of computers. It cuts away 
jargon and mystique, taking you 
straight into BASIC—the most com- 
mon, easy-to-use computer language. 
And the computer itself does the 
teaching. 


100 LESSONS MAKE 
LEARNING EASY. 

You just take the ZX80 out of the 
box, connect it to your TV and an or- 
dinary cassette recorder (connectors 
are provided), and slip in the pre-pro- 
S s de Learning Lab cassettes. 

here's nothing extra to purchase. 

You'll be wor ing with the computer 
your very first day! 

The cassettes take you through 100 


ets о 
& Sem 
“Se 


To order call toll free: 
800-543-3000. In Ohio call: 
800-582-1364. Ask for 
operator #508. Phones 
open 24 hours a day, 

7 days a week. 


se ре Гы that teach you how to 
solve problems with the ZX80. 

You learn by doing. By actually 
working with the computer. 

And the lessons are designed to be 
fun and involving. You create your own 
programs for games, code breaking, 
interest calculation, and other topics. 
Then you can apply the principles 
youve learned to more complex 
problems. 

In fact, you'll be a master of the 
ZX80. To use in your business, for 
home budgeting, or just for fun. 

We'll also send you a catalog full 
of ready-to-use programs- from Loan 
Amortization to Lunar Lander—avail- 
able for as little as $6.95. 


THE ADVANCED DESIGN 
OF THE ZX80. 


The ZX80 is the world’s first truly 
portable computer. It features a touch- 
sensitive keyboard and a 32-character 
by 24-line display. 

And it performs like a much larger 
and more expensive computer. Single 
keystroke entries make typing pro- 
grams fast and easy. An automatic 
error detection feature tells you if you 


The complete package 

includes the ZX80, a 128-page 
guide to computing, a workbook, 
six program cassettes, and two 
blank cassettes for storing 

your own programs. 


Please send me — 
Lab(s) with the ZX80 personal computer at $2 
each (U.S. dollars). 


I enclose check/money order payable to Sinclair Research Ltd. for S 


Name 


Address 


бе 


Occupation 
Intended use of ZX80: 
Have you ever used a computer? 0 Yes О No 


make mistakes. And program editing 
helps you correct them. Yet the com- 
plete Computer Learning Lab, includ- 
ing computer, is still several hundred 


Bos 
77 


The Computer Learning Lab is a family 
learning aid. Children 10 and above will 
quickly understand the principles of 
computing—and have Jun learning. 


dollars less expensive than any com- 
parable computer alone. 

The ZX80 is backed by a 30-day 
money-back guarantee and a 90-day 
limited warranty with a national ser- 
vice-by-mail facility. Extended service 
contracts for the ZX80 are available for 
a minimal charge. 


To: SINCLAIR RESEARCH LTD., ONE SINCLAIR PLAZA, NASHUA, NH 03061. 
Computer Leang 


Please send me _______. ZX80 computer(s) 
only, without the Learning Lab, at $199.95* each. 


(Add $5.00 for shipping.) 


*For Conn. deliveries, add sales tax. 


Zip 
Age 


Do you own another personal computer? (1 Yes Ч No 


Searle Interview, continued... 


the hardware oriented magazine. 

From a competitive standpoint, what 

do you think the impact will be of the new 
Commodore VIC: a four-color, 5K memory 
computer with lots of capability for only 
$300? 
N.S.: It is obviously a much keener 
competitor than anything that exists at the 
present time. But we're not going to stand 
still. One of the amazing things to me is 
that we have sold as many computers as 
we have, when all we offer is Integer Basic 
and 1K bytes of RAM. Within a few months, 
I hope we will have the 16K RAM and the 
8K Basic, which will greatly expand our 
market. 

We feel that we are in a strong position 
to respond to competition. If Commodore 
were talking about a $200 price point for 
the VIC, then I would be more worried 
than I am. I think they will offer more 
competition than anyone else in the market 
at the moment. But I don't think we are 
going to have much difficulty in saying, 
"Here's our machine. Here's Commodore’s. 
Look at the difference in price and look at 
the difference in functions, and about the 
only thing extra you get from Commodore 
is color." 

D.A.: What about some of the newer 
Japanese entries? Are there any on the 
horizon that look like competition? 

N.S.: The amazing thing to me, again, is 
that I don't see any signs from anyone 
other than Commodore that they are 
interested in the really low end of the 
business. I don't know why Commodore is 
the only company that has shown interest. 
Perhaps this is because it hasn't, in general, 
been doing very well here in the states. 
Therefore it has nothing to lose; it's not 


going to lose high-end sales by selling a` ` 


low-end machine. 

We have proved that a market exists. 
Our sales are sufficiently high that we have 
discussed an advertising strategy calling 
ourselves “The World's Number 1 In 
Personal Computers." This means that 
Sinclair has sold more personal computers 
than any other company —even when you 
include the models of all the other com- 
panies. Frankly, I am not in any hurry to 
make that claim, nor is Clive Sinclair. We 
kind of like the fact that nobody else yet 
seems convinced that a big market exists. 
The longer they remain unconvinced, the 
better I like it. 

D.A.: You mentioned the 16K memory 
and 8K Basic. Are they two separate plug- 
ins? 

N.S.: The 8K Basic is a single chip which 
takes the place of the 4K chip on the main 
board. You simply remove the cover, take 
out the 4K chip and plug-in the 8K chip. 
The 16K memory module plugs in to the 
connector on the back of the board. It is in 
a small case about 2 1/2” square. 

D.A.: Do you have any projected prices 
on those two? 


4 


N.S.: The 16K RAM will be $99.95. The 
8K Basic almost certainly will be $39.95. 
D.A.: I know no one likes to talk about 
pricing, because you never know where 
things will end up, but if competition heats 
up substantially, would you meet it with 
price or with something else? 

N.S.: I don’t mind talking about it. We 
buy our components from the same people 
that everyone else does. If you are engaged 
in a price war, then you have to be very 
smart in your design, and you have to be 
smart in your buying. You've also got to 
be very careful that you don’t build at 
yesterday's prices and sell at tomorrow’s 
prices. I hope that we at Sinclair have 
learned something from being in the 
calculator business and that we will be 
better equipped to cope with that sort of 
downward spiral of prices if it turns out 
that way. 

I am probably more pessimistic about 
that happening than are most people in 
the business. I don’t think the personal 
computer, once it becomes a truly consu- 
mer-oriented item, is going to be very 
different from the calculator in terms of 
its marketing. Features will count for almost 
nothing except at the initial stage. All that 
anyone will care about is that they get the 
cheapest computer. Because they are dead 
scared that they will buy one for $50 and 
tomorrow a friend will buy one for $35 
and they will feel like an idiot. That is all 
that motivated the drive in calculator prices 
down to $29.95 and then $19.95. 


There eventually emerges a price that 
people are willing to pay and they want 
the best you can give them at that price. If 
they can get everything they want then 
they don’t want to pay more than that 
critical price. I think we are well equipped 
to buy components to design the product 
using our experience with the calculator 
business. I think we are well equipped to 
survive that kind of price war and, hopefully, 
we are smart enough to look ahead to see 
what kind of product we will need afterward 
to compete with the Japanese —if indeed 
itis the Japanese who come along afterward 
as they did in the calculator business. 

The other thing about the calculator 
business that may be true for the computer 
business is that there came a time at various 
stages in the calculator business where 
you couldn't sell a calculator unless it was 
of a particular type. I have said that people 
weren't feature conscious, but they were 
in a very unselective, media-directed way. 
There were articles about how to buy a 
calculator — they would say “4о not buy а 
calculator with disposable batteries, it must 
have an A/C adaptr and recharger." That 
remained true for quite a long time until 
Rockwell brought out the first calculator 
that ran off a single nine-volt battery. It 
was far superior to a rechargable battery 
system. 

But because people were told not to 
buy a throw away battery system because 
"they will run down in no time at all and 


will cost you a fortune" people still believed 
that to be true even when they had a single 
nine-volt battery unit available to them. 
Then there was a time you couldn't sell a 
calculator unless it had a percentage key, 
or a memory key on it. Despite the fact 
that of all the people who bought calculators 
with a memory key only 2.576 used them, 
no one would buy one that didn't have a 
percentage key; they read in Consumer 
Reports that you should have one. 

Itis dangerous to say that the computer 
business is going to be just like the calculator 
business. It will be different, and it is 
probably pointless to make comparisons 
with other products and other markets. It 
is, however, going to be more like the 
calculator business than people think. 


D.A.: I feel that in the market for the low- 
end computer — not just the Sinclair, but 
the VIC, Mattell, APF etc.—a big mistake 
is being made in trying to initially sell the 


broad consumer market. The best market 


for these products is made up of people 
who already have a computer— those who 
have bought an Apple, Altair etc. — and 
don't want their kids playing with it all the 
time. Or they want a state-of-the-art unit 


for themselves. | 
N.S.: Absolutely. In a sampling of thd 


people who bought our computer from an 
ad in Popular Electronics, 38% already 
owned a personal computer. But, obviously, 
in the long run we do not want to sell 
exclusively to people who already own a 
personal computer, because then we can 
only sell as many units as all other manufac- 
turers put together. 

D.A.: My pointis that I believe a computer 
is still a new enough device that someone 
buying it wants a recommendation from 


someone else who has one. 
N.S.: Perhaps. But there may be another 


way. You can't convince a large part of 
the market until they have actually used 
the machine. Our consumer market adver- 
tising within the next couple of months 
will start to go on the attack. Rather than 
hide our free trial offer, money-back 
guarantee in the fine print, we will put it 
right up front. So much up front that it 
might well be the headline. We've been 
kicking around ideas at the advertising 
agency with lines such as "You can't try 
the Sinclair for 10 minutes in any store, 
but you can try it for 10 days in your own 
home at no cost." Just using the old 
fashioned mail-order ploy that says "Please, 
please, take one and try it. If you don't like 
it send it back. But please try it.” We think 
that trying it will convince the customer to 
buy it. [] 


SYNC Magazine 


Lect 


Our Face is Red! 


Dear Editor: 


I recently received my first copy of Sync 
magazine and I was very pleased. However, 
I would like to point out a few things I 
found wrong. 

1. Page 18— Nicomacus — Line 100 should 
read 70*a t- 21*b + 15*с. As listed, this pro- 
gram correctly deduces numbers only from 
7 to 104 or between 6 and 105. 

2. Page 35— Multiplication Tables— Line 
330 needs a semi-colon after A$ to run 
properly. Line 335 should have a comma 
instead of a period in the beginning of the 
print message. 

3. Some of the listings require the use of 
spaces or changes in the print format in 
order for the messages to print out properly 
on the tv screen. Also, it would be a good 
idea to let your readers know if a listing 
will run in 1К memory. Some of your 
programs occupy so much memory, they 
will not run. For example; Page 36 — Basic 
Accounting — As listed I could only enter 
up to line 2055 before I ran out of memory. 

To be sure, the above items are only 
minor in nature, but I would appreciate 
hearing from you. All in all, I find the 
magazine to be an excellent one which I 
shall continue to subscribe to. Thank 
You. 


John A. Sampson 
College Point, NY 


March/April 1981 


Four Tips for 
MicroAce Owners 


Dear Editor: 


These suggestions are based on my experi- 
ence with the MicroAce. 


1. Lacquer thinner and an old toothbrush 
are useful for cleaning solder flux from 
the PC board. 


2. Changing R24 from 1K to 4.7K increases 
the sensitivity of the cassette input but still 
holds pin 2 of U11 close enough to ground 
for an adequate noise margin. 


3. The crystal oscillator did not always 
start, especially when the computer was 
first plugged in. This problem was eliminated 
by a 100K resistor from pin 12 of U18 to 
ground (across C8). This is a leakage resistor 
which apparently draws off an accumulating 
charge on pin 12. 


4. The keyboard input IC (U11) blew twice 
from a static charge while I was using the 
computer on a carpeted floor. This 7415365 
is replaceable by а 7415367, which Radio 
Shack carries. 


David A. Cromely 


Channel 2 Interference 
Problem Cure 


Dear Editor: 


Enclosed is my check for a one year 
subscription to your SYNC magazine. Hope 
it is as good as your brochure states. 

There are two items I'd like to relate 
about my experience with my ZX80. First, 
as you know, the computer is tuned to 
operate on Channel 2. Here in Atlanta, I 
live close to the station, and I could not 
display on this channel without a very 
objectionable amount of interference. I 
hoped there was some way to cure the 
problem, so I called the "technical rep" at 
Sinclair. His solution was-use the computer 
in the basement-find a room with metal all 
around-or move. Some help! Some old 
timers at work recommended I try inserting 
iron or brass in the tuning coil. By this 
time I had very carefully removed the 
cover from the non-adjustable tuner. 
Although the iron and brass did affect the 
frequency, it was not enough. A second 
idea was to very gently spread a few of the 
windings of the coil. Praise the Lord! It 
worked like a charm. I was able to to tune 
it to Chan. 3 with no problem at all. I 
closed up the unit and Гуе been on a good 
clear screen ever since. The second item 
concerned the cassette recorder. I set the 
controls, etc. just like the manual said. 
About 50% of the time I could not load 
from the cassette recorder to the computer. 
That is, until I tried the volume control 
setting at less than the maximum as recom- 
mended in the manual. In my case I can 
leave the setting on 7 and save and load 
with virtually no failures. 

Well, thats it. Hope this info saves 
someone the frustrations I went through. 


R.E. Henneberg 


An Interview with Alfred Milgram 


D.A.: Nigel Searle made an interesting 
comment about marketing kits by mail 
order. He said that kit builders in the U.K. 
generally knew what they were doing and 
there was very little trouble or returns. 
whereas in the U.S. it is entirely different. 
People buy a kit expecting it to be like a 
leathercraft or model car kit that any kid 
can assemble. Nigel told me of a person 
who called after buying a kit and asked, 
“What’s a soldering iron?" In the U.S., 
MicroAce sells a version of the ZX80. 
While there's not a lot of soldering or 
assembly to do, people have to know or do 
have to handle the integrated circuits 
reasonably carefully. Static electricity is a 
real enemy, at least until the chip is installed. 
They also have to know that you can't use 
the same sort of soldering gun that you use 
for your plumbing repairs to solder a printed 
circuit board. 

A.M.: How is MicroAce distributing their 
product here? I don't see them in the 
magazines, they are not visible. 

D.A..: Strictly by mail order. They have 
been restricted by Sinclair from advertising 
in a certain group of publications that 
Sinclair has reserved for itself. Sinclair has 
more or less picked the top one or two 
magazines in each individual field and left 
the balance to MicroAce which is a policy. 
in my mind, to defeat MicroAce. What is 
the story on that? What actually happened 
between Sinclair and MicroAce? 

A.M.: The people at CompShop have a 
history of copying. The guy behind Micro- 
Ace is the guy who runs CompShop in the 
U.K. Atone stage they couldn't get enough 
supplies from Ohio Scientific, so they 
redesigned the OSI Superboard and got 
the ROM from Microsoft. Now they are 
paying the royalties to Microsoft, have 
redesigned the board and are selling it as 
the U.K. 101. 

Then the Sinclair came out and they 
figured here was a golden opportunity to 
save on development costs and come out 
with effectively the same machine. They 
copied the ROM, byte for byte, moved the 
circuits about, cleaned it up a bit, and 
moved the RAM memory away from the 
heat sink. The case is black instead of 
white, and they were going to market it in 


6 


the U.K. for £ 50 as opposed to £ 770, the 
price of the ZX80. Sinclair got upset and 
sued them for breach of copyright. In the 
case two items were put up for breach of 
copyright: stealing the ROM and the 
keyboard. The judge said in effect, "I can't 
read the ROM. Nobody can read the ROM. 
The ROM is not copyrightable. But the 
keyboard: that's the same keyboard, anyone 
can see that." They settled out of court. 
D.A.: SoSinclair then licensed them to do 
a kit version? 

A.M.: They allowed them, because at 
that stage they had gone quite a ways into 
manufacturing, and were already com- 
mitted, with many thousand ROMs and 
printed circuit boards and all the rest of it. 
They couldn't afford to pull out of it at 
that stage. So Sinclair allowed them to 
market it as long as they didn't sell it in the 
U.K.. only sold it in kit form, and complied 
with the restrictions on advertising. 
D.A.: From what I gather there are people 
at Sinclair that would like to design periph- 
erals and add-ons that specifically would 
not fit the MicroAce. 

A.M.: One of the reasons they told me 
that they were not prepared to let the new 
ROM out, was that they did not want to be 
ripped-off in the same way. I don't think 
they can really avoid it in the long run. 
Because basically anyone who has a Micro- 
Ace can go and buy a new ROM from 
Sinclair and pop it in. 

D.A.: Will it fit? 

A.M.: Yes, because it is a straight copy. 
The only thing that MicroAce has done is 
to add another 1K on board. Apart from 
that it is exactly the same machine. It has 
the same routines which all run in the 
same places, the same operating system, 
the same number of chips, it is basically 
the same machine. I can't see how Sinclair 
can design anything that would not be 
compatible with the MicroAce. 

D.A.: Tell me a little more about your 
plans. You mentioned two books, one on 
machine language programming. 

A.M.: We've done exceptionally well in 
the U.K. with our first book, 30 Programs 
For the ZX-80, because it seems that the 


market is mainly people who have not 
bought a computer before and they don't 


know what to do with the machine. We 
are finding that a lot of buyers are people 
who don't even know how to enter a 
program. They are are just following blind, 
letter for letter. But the cost of the machine, 
in our mind, made it so it wasn't worth 
marketing cassettes in the U.K. There are 
a lot of people who are marketing cassettes 
in the U.K. but they tend to have six or 
eight programs on one cassette. 

There is a subgroup of users who are 
very interested in going further, and using 
the machine as a learning tool in developing 
their own programs. It is for those people 
that we are doing machine language pro- 
gramming and programming techniques. 
Programming Techniques is fairly basic. 
It uses the specific capabilities of the 
Sinclair. You could just buy a book on 
Basic programming. but the language isn't 
quite the same because you are working 
with a subset. So you must know how to 
cope with certain limitations —not having 
a step function in loop. for example. The 
biggest difference is the totally dynamic 
display screen where the display shrinks 
and expands as you use the machine. So 
you just can't poke in and out of the screen 
or easily move things about. Then there 
are the people who want to use machine 
language programming for its user sub- 
routine capabilities. But again you need 
special advice beacause there is no RAM 
protected area. 

There are ways of entering machine 
programs and yet being able to save them, 
because when you save a program on 
cassette you can save all the variables as 
well. So you can retain a machine languge 
program on tape and use it later. 

D.A.: How do you save machine languge 
programs? 

A.M.: In our 30 Programs book. several 
programs utilize machine language routines. 
We show two different ways of loading 
those routines into the program. The two 
simplest ways are to load it into a REM 
statement or to load it into a variable. 
D.A.: Into a Remark statement? A machine 
language routine? How can it then be 
used? 


A.M.: You make your Remark statement 
the first statement of the program. So you 


SYNC Magazine 


Interview, continued... 


know its location. You poke the values 
into the Remark statement later on. Then, 
because you know absolutely its location, 
you can call up the subroutine. If you use 
a variable to poke it into, you have to 
remember that the computer is dynamic 
and every time you call a new variable it's 
likely to shift in position. So you have to 
peek into the location which tells you where 
the variable storage starts. 


D.A.: We received one article, in which 
someone showed how different characters-— 
graphic characters—could be put on the 
screen to create a moving graphics display. 
It emphasized that you had to peek to the 
beginning or look at the beginning of the 
graphics display in the same statement 
that you poke because of the dynamic 
allocation. 

A.M.: That’s true unless you have defined 
all of your variables first. However, you 
must remember that loop variables have a 
separate definition from your regular vari- 
ables (because they are stored differently 
in the machine). 

D.A.: Do you think that the 8K Basic will 
be any more standard? 

A.M.: Itisastep closer. It has step functions 
available, trigonometry and other scientific 
functions, decimal numbers, and string 
arrays. All of those things mean that the 
subset is that much closer to Microsoft 
Basic. What you don't have is the ability to 
define variables and integers, which I think 


"This Book is Excellent!" 


— Clive Sinclair 


is very stupid, because you are wasting a 
lot of memory when you are just using 
ordinary integer arithmetic. 

D.A.: Where do you see Sinclair going in 
two or three years? Do you see prices 
coming down, etc? 

A.M.: I think Clive Sinclair is going to 
move out of the computer market. I think 
that what he should be doing is moving 
into the small businessman's cheap com- 
puter. Because he has a reputation in the 
U.K. of being able to come out with a 
product which is technically brillant, but 
very cheap and very tinny. That's what he 
does, and he does it very well. If he came 
out with a computer for £300 which would 
be very basic —a 16K machine with a one- 
page word processor, that could handle 
invoicing for 30 accounts or whatever you 
can get into 16K, and a very cheap printer 
for - 200, it would sell an immense number 
of small business machines. But I don’t 
think he sees it this way. I think he is going 
to move out into other markets. 

Sinclair is the first in the personal 
computer field who has come out with 
such a low price. But very soon there are 
going to be others who are going to offer 
better products for the same price. And 
he won't be able to compete any more. He 
has been able to do well because he was 
first. And he has shown the potential that 
exists both in terms of technology and in 
terms of marketing. Just as he wasn’t able 
to keep up in electronic watches or pocket 
calculators, I don’t think he will be able to 


keep up in the computer field. 

D.A.: Word reaches us that the next big 
thing that Sinclair is working on is “flat 
screen television.” 

A.M.: He has been working on that for 
years and I think that he probably will do 
1t 

D.A.: They claim that the flat screen 
television is being built and sets will be on 
the market by this December. 

A.M.: I will be surprised if it is that early, 
because he has always had a problem with 
delivery. He will probably demonstrate a 
model by December. 

D.A.: Isyour machine language program- 
ming book going to take people by the 
hand assuming they don't know anything 
about programming at all. 

A.M.: The people who are involved in the 
7,Х-80 users club in the U.K.—and they 
know the Basic very well — still don't know 
how the user function works. They don't 
understand how you get a machine language 
program to run. If that is at all typical, and 
I think that it is, then the people who have 
now taught themselves some Basic want 
something different. They bought the 
computer because they think it is time to 
learn about computers, and they don't 
understand the way the machine language 
іп the computer works. The ZX-80 machine | 
language code is a very powerful one but | 
it is also very complex. It is a very useful 
code; you can do a lot of things with it. 
Our book will try to put it within the grasp 
of every reader. Г 


The unique book contains 30 programs all designed to fit in the basic 1K version of 
the SINCLAIR ZX80!! 

With this book you will realise that the ZX80 is more powerful than you ever imagined! 
112 pages packed full of solid information! 

BLACKJACK — actually contains a full pack of cards, shuffles them, keeps track of 
the dealer and player totals, and the money bets, all within 1K. 

Dr. Tn — a truly conversational program: DR. ZX-80 is your personal computer 
analyst. 

LINE RENUMBER - an invaluable program which automatically renumbers lines 
and puts order to your programs. 

MEMORY LEFT — an incredible routine especially useful with only 1K, which lets 
you know to the byte how much memory is left. This also illustrates USR routines. 
GOMOKU — the computer challenges you to this complex Japanese game, incredibly 
this program including display of the 7 x7 board fits into 1K — it only does so because 
it uses the display as memory! 

Other programs included are HORSE RACE, LUNAR LANDER (with moving spaceship 
display, NOUGHTS AND CROSSES, NIM, SIMPLE SIMON, HANGMAN, LIFE: 
MASTERMIND, PINCH and 16 others! 


available $ 1 4 95 Other Шалды 
> include: 

by mail (plus ни ZX80 Machine Language 

order only and handling) Programming 


MELBOURNE HOUSE Orders to: IMAGE COMPUTER PRODUCTS 
PUBLISHERS 615 Academy Drive, Northbrook, III. 60062. 


Please send me copy/ies of '30 Programs for the ZX-80: 1K 


Please encolse 
Check or Money Order 
NAME for $15.95 


ADDRESS 


March/April 1981 7 


(ff 


^ 


Owners of the Sinclair ZX80 and Micro- 
Ace rapidly discover that interruptions of 
power can cause headaches, not to mention 
the necessity for re-keying programs. If 
you live in the "Sunshine" state. Florida, 
you also have to contend with “Florida- 
Flicker & Flash,” better known as the local 
utility company. They achieved their 
reputation by the repeated switching 
between feeder lines, causing lights to 
flicker, creating all sorts of problems for 
computer users. 

After re-keying several programs into 
my MicroAce, the Micro-Juice project was 
born. Most major computer installations 
use large and expensive line conditioning 
transformers, filters, and if the area or 
data is important enough, a device called 
a U.P.S. The uninterruptable power supply 
is illustrated in a simple block diagram 
(figure 1), and generally consists of a device 
to convert direct current from a storage 
battery to alternating current, with a 
switchover network to allow it to take 
over if commercial power fails. There are 
several variations on this basic circuit, but 
generaliy the U.P.S. allows operation for 
up to one hour, depending on current 
requirements, and the size of your budget. 
This protection doesn’t come cheaply, 
because U.P.S. systems start at over two 
hundred dollars. 

It makes little sense to spend two-hundred 
or more dollars for a ZX80 U.P.S., but 
Micro-Juice serves the purpose for about 
$10. Fortunately, the ZX80 and the Micro- 
Ace were well designed for this addition. 
Tests on my MicroAce showed that the 
unit drew approximately 330 mA in use, 


and the d.c. input from the power supply 


Elliott S. Kanter, 1704 Raleigh Ave., Holly Hill, FL 
32017. 


Elliott S. Kanter | 


was about 14 Volts unloaded, with the on- 
board five volt regulator handling the 
transition to the five volts the ZX80 needs. 

All we wanted to do was to insure that 
the computer and its memory would remain 
powered during a power flicker or loss. To 
do this we needed a source of d.c. some- 
where between 5 and 15 volts, supplying 
330 mA for about an hour. The transition 
would have to be so quick as to not disturb 
the memory. Another requirement was 
that the Micro-Juicer had to be easy to 
build and duplicate, using easily obtained 
parts, and represent as good a value as the 
computer itself. Considering all those 
requirements, I was both pleased and 
surprised to be able to come up a circuit 
meeting all these needs. 

Examining the circuit in figure two, we 
see that Micro-Juice is somewhat similar 
to the block-diagramed U.P.S. system. Both 
sense a drop of commercial power and 
immediately apply an alternate power 
source. Micro-Juice, however is simpler 
and costs less, relying on 9 volt alkaline 
batteries, which provide power for over 
an hour. 

The circuit is mounted in any convenient 
box, offering the builder the option of 
bypassing the two input jacks, and simply 
cutting the power cable from the wall- 
supply, feeding it directly into the cabinet. 
If you use this approach, make use of 
strain relief grommets and take careful 
note of polarity — the tip is positive, and 
the ring is negative. 

After assembling the circuit and checking 
both the polarity of the connections for 
input and ouput power, and the orientation 
of the diodes, connect Micro-Juice to your 
ZX80. With the normal a.c. system in 
operation the cursor will be visible. When 


SYNC Magazine 


INVERTER 
WITH 
BATTERY 
CHARGER 


POWER OUT 


BATTERY SUPPLY 


Figure 1. Block Diagram, U.P.S. 


Parts List 
274-251 — Л, J2 two conductor, open 


you pull the power supply from the wall 
outlet the ‘K‘ remains. 


Micro-Juice is not a portable d.c. supply 
capable of running the ZX80 indefinitely, 
but it is a fail safe device to guard your 
program from accidental power interrup- 
tions. Another convenience of this system 
is that all required parts are available at 
your local Radio Shack. The parts numbers 
are listed below. О 


POWER 
IN 


d 


B1,B2 


CONNECT IN 


PARALLEL 


Figure 2 — Micro-Juice 


circuit 1/8 inch phone jacks. 

274-286 — P1, P2 two conducter, 1/8 inch 
phone plugs. 

276-1101 — D1, D2 diodes, at least 
50РТУ 1А. 

23-553 — ВІ, B2 or equivilant 9 volt akaline 
batteries. 

270-233 — Cabinet, 5 1/6 X 25/8 X 1 5/8 
inches. 

Solder 

Assorted wire 


NEGATIVE 
м POSITIVE 
[Рт р2 0 == 


March/April 1981 


Using the Microace with 
Sinclair Accessories 


1 — Repair cuts shown & remove links presently installed. 
2— Cut tracks where shown. 

3— Make link between A & B. 

4— Make link between X & Y. 


Solder Side 


To illustrate modifications required to run new 8К ROM chip 


Cut the 2 
traces 
shown here 


© о 
H oc 
Repair "y “т. 


жы TIR — SI 7 1 ps 


00000000 


0000000 


The 16K RAM Module: 7 1 

The 16K RAM Module is completely жн both links and repair the cuts that we have 

compatible with the MicroAce ІК Kit; __ made using a small piece of wire. (see 

the unit can be simply plugged on the y above). 

back. If the RAM Module is to be fitted to The next stage is to cut the track that goes 

a 2K Kit then the extra 1K should be to pin 13 of the ROM chip and the track 

removed along with U17. Please be sure == that goes to pin 14 of the ROM chip as 

that the 2K2 resistor has been installed in shown above 

place of R16. The Module may now Бе ™ Now use a small piece of wire to make a 

plugged onto the back of the machine. m link between pin 13 of the ROM chip (on 
е the PCB) and pin 18 of U6. 

The 8K Basic ROM: » Also make a link using another piece of 

The MicroAce kit comes with two track wire between pin 14 of the ROM chip (on 

cuts on board, i.e. both sides of pin 21 of the PCB) and pin 3 of U6. 

the ROM chip. You also need to make The new ROM chip may now be plugged 

two links on the board. into its socket and power applied to the 

Before installing the new ROM chip, remove board. 


10 SYNC Magazine 


EEE 


The unique 
and valuable x 
components of the MicroAce 


The MicroAce is not just another personal 
computer. Quite apart from its exceptionally low 
price, the MicroAce has two uniquely advanced 
components: the powerful BASIC interpreter, and 
the simple teach yourself BASIC manual. 
The unique versatile BASIC interpreter offers 
remarkable programming advantages: 
€ Unique 'one-touch' key word entry: the 
MicroAce eliminates a great deal of 
tiresome typing. Key words (RUN, PRINT, 
LIST, etc.) have their own single-key entry. 

€ Unique syntax check. Only lines with correct 
syntax are accepted into programs. A cursor 
identifies errors immediately. This prevents 
entry of long and complicated programs with 
faults only discovered when you try to run 
them. 

€ Excellent string-handling capability — takes up 

to 26 string variables of any length. All strings 

can undergo all relational tests (e.g. 

comparison). The MicroAce also has string 

input — to request a line of text when 

necessary. Strings do not need to be 

dimensioned. 

Up to 26 single dimension arrays. 

FOR/NEXT loops nested up 26. 

Variable names of any length. 

BASIC language also handles full Boolean 

arithmetic, conditional expressions, etc. 

€ Exceptionally powerful edit facilities, allows 
modification of existing program lines. 

€ Randomise function, useful for games and 
secret codes, as well as тоге serious 
applications 

€ Timer under program control. 


А Micr 


The [Місгобсе] 


€ РЕЕК and POKE enable entry of machine code 
instructions, USR causes jump to a user's 
machine language sub-routine. 

€ High-resolution graphics with 22 standard 
graphic symbols. 

€ All characters printable т 
program control. 

€ Lines of unlimited length. 


reverse under 


‘Excellent value’ indeed! 


For just $149.00 (excluding handling charge) you 
get everything you need to build a personal 
computer at home... PCB, with IC sockets for all 
ICs; case; leads for direct connection to a cassette 
recorder and television (black and white or color); 
everything! 

Yet the MicroAce really is a complete, powerful, 
full-facility computer, matching or surpassing other 
personal computers at several times the price. 

The MicroAce is programmed in BASIC, and you 
can use it to do quite literally anything, from playing 
chess to managing a business. 

The MicroAce is pleasantly straightforward to 
assemble, using a fine-tipped soldering iron. It 
immediately proves what a good job you've done: 
connect it to your TV ... link it to the mains adaptor 
... and you're ready to go. 


Fewer chips, compact design, 
volume production-more power 
per Dollar! 


The MicroAce owes its remarkable low price to its 
remarkable design: the whole system is packed on 
to fewer, newer, more powerful and advanced LSI 
chips. A single SUPER ROM, for instance, contains 
the BASIC interpreter, the character set, operating 
system, and monitor. And the MicroAce 1K byte 


Licenced by Sinclair Research Ltd. 


ocompu 
for everyone at 


- a new generation of 


miniature computers 


A COMPLETE COMPUTER 


for $149.00 for 1K Kit 
Post and Packing FREE 
(Add 696 Tax for Shipments inside California) 


RAM (expandable to 2K on board) is roughly 
equivalent to 4K bytes in a conventional computer 
— typically storing 100 lines of BASIC. (Key words 
occupy only a single byte.) 

The display shows 32 characters by 24 lines. 

And Benchmark tests show that the MicroAce is 
faster than all other personal computers. 

No other personal computer offers this unique 
combination of high capability and low price. 


The MicroAce teach-yourself 
BASIC manual. 


If the features of the BASIC interpreter mean 
little to you-don't worry. They're all explained in the 
specially-written book free with every kit! The book 
makes learning easy, exciting and enjoyable, and 
represents а complete course in BASIC 
programming-from first principles to complex 
programs. (Available separately-purchase price 
refunded if you buy a MicroAce later.) 

A hardware manual is also included with every kit. 


The MicroAce Kit: 
$149.00 with IK COMPLETE 
$169.00 with 2K 


Demand for the MicroAce is very high: use the 
coupon to order today for the earliest possible 
delivery. All orders will be despatched in strict 
rotation. If you are unsuccessful in constructing 
your kit, we will repair it for a fee of $20.00, post and 
packing FREE. Of course, you may return your 
MicroAce as received within 14 days for a full 
refund. We want you to be satisfied beyond all 
doubt — and we have no doubt that you will be. 


Sockets for 
TV, cassette 


Z80 A microprocessor 
chip, widely recognised 


as the best ever made. recorder, contains... 
UH Е power А 
Ехрапѕіоп supply. 
Connector TV SUPER 
modulator ROM. L 


Rugged, 
RAM flush 
Clock. chips ush, 


Keyboard 


Your MicroAce kit 


Printed circuit board, with 
IC sockets for all ICs. 
Complete components set, 
including all ICs-all 
manufactured by selected 
world-leading suppliers. 
€ New rugged keyboard, 
touch-sensitive, wipe-clean. 
€ Ready-moulded case. 


H Quantity 
€ Leads and plugs for NN MicroAce КП Ts. | 9199009 KENNEN 
H | | MicroAce Kit 2K | $169.0 | | 
[ С БЕНЕН С О 


connection to domestic TV 
and cassette recorder. 
(Programs can be SAVEd 
and LOADed on to a 
portable cassette recorder.) 
@ Mains adaptor of 600 mA 


at 9VDC nominal 1 


Description 


Shipments inside California 
add 696 TAX 


unregulated. 

€ FREE course in BASIC 
programming and user 
manual. 


[Еа check, Money Order or quote your Credit Card опо: а аа 8 
Send Check, Money Order or quote your Credit Card No. to: 

MicroAce 1348 East Edinger, Santa Ana, California, Zip Code 92705. 
В or phone (714) 547 2526 quoting your Credit Card Number. 


Unit Price 


1K Upgrade Kit $29.00 


TOTAL 


JOIN THE REVOLUTION - DON'T GET LEFT 


BEHIND - ORDER YOUR MICRO ACE NOW! 


TOTAL Amex. 


Diners 


Check 


Money Order 
Master Charge 
Visa 


Card No. 


Exp. Date 


Video Modifications for the ZX80 


12 


REVERSE VIDEO 


It is possible to directly invert the 
video signal that leaves the ZX80 and 
drives your TV. This is done by accessing 
pin 9/1С9, instead of pin 7/IC9, as the 
input (pin 4) to IC20. Below are the in- 
structions for the modifications. 

Remove the entire case from the 
ZX80. In the right center section of the 
back of the PCB you will see an etching 
that looks like this: 


" DIRECT VIDEO 
Nt n 
A С It is possible to connect a video moni- 
tor directly to the ZX80. This is accom- 
plished by passing the RF modulator and 
adding a small amount of buffer circuitry. 
This circuit also reverses the video signal 
which can be controlled by the RV 
switch shown earlier. 
Open the ZX80. Look at the modu- 


First, cut the trace between points A 
and C with a razor blade or exacto knife. 
Now install the following circuit: 


RV switch lator. (See Below.) 
B 
A 
<-------- SPDT Switch T 
с men 


Drill an appropriately sized hole in the 
case. Mount the switch. Close up the case 
and power-up the system. You will notice 
that toggling the switch will cause the 


video to invert. Tapping the video lead on R30 (see 


Schematic), you should run it through the 
buffer circuit shown below: 


3.3K Vcc 


2N2222 or similar 
Video on R30 


68.1. Monitor 
2.7K 


7513. 


SYNC Magazine 


Howto Produce a Display File 


Using Machine Code. 


The ZX80 is supplied with a 4K ROM 
that contains the Basic interpreter. There- 
fore the average user will use the PRINT 
command of the Basic language to produce 
his pictures on the T.V. screen. However 
Basic is fairly slow. 

For example the following Basic program 
draws a simple rectangular playing area, 
that could form part of many games, takes 
over 2 seconds to RUN. 


10 FOR I=1 TO 32 
20 PRINT “@”; 

30 NEXT I 

40 FOR J=1 TO 10 
50 PRINT "B; 

60 FOR I=1 TO 29 
70 PRINT “gy”; 

80 NEXT I 

90 PRINT "g^ 

100 NEXT J 

110 FOR I=1 TO 32 
120 PRINT “№”; 
130 NEXT I 


(shift A) Top line 


(space) 


Of course the above program could be 
rewritten using many little tricks and as a 
result could be quite fast, but it would 
probably use a lot of valuable memory. 

As machine code routines are very fast 
it is obviously useful to be able to replace 
the slow parts of Basic programs with 
machine code routines. 

This article goes through the steps 


Dr. LS. Logan, 24 Nurses Lane, Skellingthorpe, 
Lincoln LN6 OTT England. 


March/April 1981 


The rows 


Bottom line f 


How Is It Done ? 


Dr. l.S. Logan 


involved in producing a Display File under 
machine code, and will show how the above 
Basic program can be replaced by a machine 
code routine called using a statement such 
as: 


20 LET K=USR(16427) 


However the structure of the normal display 
file must be discussed first. 

The Display File: In the ZX80 the display 
file is the part of the RAM which holds the 
next picture to be shown. A complete 
picture is made up of 24 lines which can be 
from 0 to 32 characters in length. The 
display file has an initial delimiting "118", 
and another delimiting “118” to mark the 
end of each line. 

When a Basic program is RUN the display 
file can initially be considered to be empty 
and as each PRINT statement is interpreted 
the Display File is filled with the required 
characters. 

For example the display file produced 
by the Basic program above will have the 
ollowing structure: 


== Ist. Line 2nd. Line 


32 shifed A’s 


3 m ' 


The part of the display file after the 
12th. Line has been left empty in the diagram 
to show the place where further PRINT 
statements would add their characters. 
However if the Basic program is finished 
(oris stopped) then the end of program 
RUN routine will complete the display file 
by adding to the Display File the number 
of “11875 as specified in the line counter 
system variable 16421), and then adding 
the required E-LINE. The Display File 
will be complete as it holds the characters 
that will form 24 lines. 

Once the above details have been under- 
stood, then it follows that the machine 
code routine below must result in a Display 

File of exactly the same structure. 


An Outline Flow Diagram: There are three 
parts to any machine code routine construct- 
ing a Display File. These are shown in the 
diagram below, and each part will discussed 
in turn. 


3rd.—11th. Lines 


As 
1st.Line 


30 spaces 


12th. Line —» _ 


PICK UP 
DISPLAY FILE 
POINTER 


CONSTRUCT 


PICTURE 


RESET 
SYSTEM 
VARIABLES 


Pick up Display File pointer: The Display 
file pointer is held as System Variables, 
16396 & 16397, so this part the program is 
very straightforward. The HL register pair 
is loaded with the contents of locations 
16396 & 16397, and then incremented to 
point to the location required for the starting 
character of the first line. 


Construct picture: Following the example 
of the BASIC program that drew a simple 


Assembler language 
LD HL, (D-FILE) 
INC HL 


rectangle, a machine code routine must 
be written to draw a similar rectangle. End 
of line delimiting “118° must be added as 
required. The following algorithm is just 
one solution of many, and it has been 
chosen as it closely copies the Basic 
program. It is not a very efficent algorithm 
but it is fairly easy to follow. 

N.B. The decimal machine code instruc- 
tion “118” has purposely been avoided, as 
the ZX80 will interpret it as an end of line 
delimiter if the machine code is stored ina 
REM statement. (see Chart 1) 


14 


Chart 1 


42, 12, 64 
39 


Edge 


Rows 
Line 


Space 


B-Line 
Edge-2 


LD B, #32 
LD (HL), #9 
INC HL 
DJNZ, EDGE 
LD A, #117 
INCA 

LD (HL), A 
INC HL 

LD B, #10 
PUSH BC 

LD (HL), #9 
INC HL 

LD B, #30 
LD (HL), #0 
INC HL 
DJNZ, Space 
LD (HL), #9 
INC HL 

LD A, #117 
INCA 

LD (HL), A 
INC HL 

POP BC 
DJNZ, Line 
LD B, #32 
LD (HL), #9 
INC HL 
DJNZ, Edge-2 
LD A, #117 


Decimal machine code 


54,9 (the shifted A) 

35 (move to next character) 
16,251 (loop until row finished) 
62,117 (the top row delimiter) 
60 (117 + 1 = 118) 

119 (enter delimiter) 

35 (move to next character) 
6,10 (there are 10 rows) 

197 (save the row number) 
54,9 (the shifted A) 

38 (move to next character) 
6, 30 (30 spaces/row) 

54, 0 (enter а ‘space’) 

35 (move to next character) 
16, 251 (loop for 30 spaces) 
54,9 (the shifted A) 

к (move to next character) 
62, 117 (a row delimiter) 

60 (117 + 1 = 118) 

119 (enter delimiter) 

35 (move to next character) 
193 (collect row number) 

16, 234 (loop for 10 rows) 

6, 32 (32 characters/row) 
54,9 (the shifted А) 

39 (move to next character) 
16,251 (loop until row finished) 
62,117 (a row delimiter) 

60 (117 + 1 = 118) 

119 (enter delimiter) 

35 (move to next character) 


(32 characters/row) 


Reset System Variables: There are three 
system variables that require to be reset 
after any picture. 

The DF-EA and the DF-END need to be 
filled with the address of the first free 
location in the Display File, i.e. the current 
contents of the HL register pair, and the 
line counter at 16421 must be filled with 
the value required. (The row counter at 
16420 may also need to be reset, but this is 
not required in the present example.) 


System LD (DF-EA), HL 
LD (DF-END), HL 
LD A, #11 


LD (LINE COUNTER), A 


RETURN 


34, 14, 64 
34, 16, 64 
62, 11 
50, 37, 64 
201 


(rows unused) 


SYNC Magazine 


ч 


Entering The Machine Code Routine: The 
above machine code routine has 64 instruc- 
tions and all these instructions must be 
loaded into the RAM before the routine 
can be called. There are many ways in 
which machine code routines can be stored 
in the ZX80 but the method used below 
prevents the routine from being overwritten. 
However never ‘i to LIST the whole 
program. (ме. try it. After you have 
SAVED it} 

Now ent^, the following program. 


Screen Display: 


42 12 64 35 
6 32 54 9 
do 16 251 62 
117 60 119 35 
6 10 197 54 
9 22 6 30 
54 0 35 16 
251 54 9 35 
62 117 60 119 
35 193 16 234 
6 24 54 9 
29 16 251 62 
117 60 119 32 
34 14 64 34 
16 64 62 Ц 

. 50 37 64 201 


Machine code loader program: 


10 REM  64locations (do not use spaces!) 
20 LET CHECKSUM = 0 

30 FOR I = 16427 TO 16490 

40 INPUT A 

50 LET CHECKSUM = CHECKSUM + A 
60 POKE I, A 

70 PRINT PEEK (1), 

80 NEXT I 

90 PRINT “CHECKSUM = ”; CHECKSUM 


The following lines also need to be entered 
and afterwards deleted (line number and 
Newline) so as to scroll line 10 off the 
screen. 


100 PRINT 
101 PRINT 
102 PRINT 
103 PRINT 
104 PRINT 
105 PRINT 
106 PRINT 
107 PRINT 
108 PRINT 
109 PRINT 
110 PRINT 


11 Dummy Lines 
(or more if the above 
program was changed) 


SAVEing the program at this stage is advi- 
sable. 

Now the Loader Program is ready to be 
RUN, so enter RUN and NEWLINE. 

Enter the decimalised machine code 
instructions carefully. The values are 
repeated below in the format that appears 
on the screen. A CHECKSUM is incor- 
porated for convenience. If a code has 
been entered wrongly, the correct value 
can either be entered directly using a POKE 
command, or the whole of the Loader can 
be RUN again. 


March/April 1981 


CHECKSUM = 4033 


Once the machine code has been entered 
correctly, SAVE the program again. Now 
comes the moment of truth! Enter a line 
containing USR(16427). e.g. LET 
K=USR(16427) and the rectangle should 
appear. 

If the rectangle does not appear go back 
to one of the SAVEd versions and find the 
error. 

The best form in which to save the routine 
is to delete lines 30-90, and to replace line 
20 with: 

20 REM LINE 10 IS OFF THE SCREEN, 
USE LET K=USR(16427) TO DRAW A 
RECTANGLE. 

So now SAVE the final version. 


A Demonstration Program 

The following extract from a mixed 
BASIC/Machine code Life program for 
the ZX80 shows the above routine at 
work. 


10 REM (prepared as above and held off 
the screen) 

20 LET A = USR (16427) 

30 INPUT A 

40IFA 1ORA 300THENGOTO30 
50 LET A=PEEK(16396) + PEEK (16397) 
*256+34+А +((А-1)/30)*3 

60 POKE A, -52*(PEEK(A)=0) 

70 GO TO 30 


The above program is used to enter | 
characters into the required positions. The 
program also contains the facility of 
removing a character by overwriting the 


character with a "space". 


I hope that the above article will prove 
useful to many readers, and I would certainly 
be interested in seeing any programs written 
as a direct result of reading this article. Г] 


Are you in 
SYNC? 


If not, you should be. We would like any 
programs, translations of existing pro- 
grams, games or tips which you have to 
pass on to fellow Sinclair 4 Х-80 or Micro- 
Ace owners. Articles are much more 
lively if accompained by photos (black 
and white), diagrams, and illustrations. If 
you do not have an output printer, please 
type program listings and carefully check 
them against the listing on the screen. 
Sample runs should be included with pro- 
grams rather than just a description of 
what the program does. Articles should be 
typed, double space. Your name and 
address, with phone number should be on 
first page; all other pages should be num- 
bered. АП submissions should include re- 
turn postage. Payment ranges from $15 to 
$40 per printed page. 

Please send all submissions to: 


SYNC 
39 E. Hanover Avenue 
Morris Plains, New Jersey 07950 


The magazine for Sinclair ZX80 users 


Cir 


1 


L 


4 
P) 
©1980 моду таужы-/ 


JCREPT NE COMPUTING 


— 


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a 


( 
c 


T-SHIRTS! 
Proclaim the computer of your choice on your 
chest with our own Crash Cursor and Sync. 
Design is silver on dark blue shirt for a striking 
effect. Available in adult S,M,L and XL. $6.00 
postpaid in U.S.A.; 3.00 postpaid in U.K. Send 
U.S. orders to SYNC, 39 East Hanover Ауе.. 
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SYNC, 27 Andrew Close, Stoke Golding, 
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15 


Memory Display 


David A. Cromely 


The Memory Display Program presents | 
16 Bytes of memory in binary, octal, decimal, 
and character. You can enter a one-to 
four-digit hexadecimal starting address, or 
hit NEWLINE, if you want to continue 
without a new entry. To end the display 
enter Z. 

Address E00 (hex) houses the generator 
portion of the ROM, the RAM is at address 
4000 (hex), and the program begins at 
address 4028 (hex). Lines 60 to 90 convert 
the hexidecimal address to decimal; lines 
110 to 140 call the subroutine to print the 
address in hex, and lines 180 to 210 trigger 
the subroutine to print the memory contents 
in binary, while lines 220 to 240 print in 
octal, and lines 250 to 270 in hexidecimal. 
Line 280 prints the contents in decimal 
with leading zeros, and the character. Lines 
310 to 430 convert the decimal number in 
X to N digits using radix R, and then prints 
the digits. If the radix is 2 (binary) a black 
or white square is printed instead of O or 1. 


David A. Cromely, 5136 Redmond Road, 
. Cheyenne, WY 82001. 


LET А 16 
INPUT A$ X. 
IF @g="Z" THEN LIST ~a 
LET A= à + 14 5% 
IF АФ = " " THEN GOTO 100 м 


) LET А = & 14 + CODE (A$) - 28 


LET АФ = TLS (AS) 
IF NOT A$ = " " THEN GOTO 70 
CLE 

LET R = 14 

LET М = 4 

КЕТ X 

GBOSUB (3 

FRINT 

PRINT 

FUR I 9 TO 193 
LET К ҒА 

LET М = 

LET X = PEER (+1) 
ЕСІН ZIC 

LET К = 

LET М = 

СС са 


осо LET А = 


LET М = 


GÜSLIBE x 
TLE (ZTR$ (X + 10002)5" "s СНК 


GOTO 20 


LET Y 


LET F 

FOR 4 = 

LET 0 

LET Y = 

LET F = F, 

IF NOT К = z THEN GOTO 400 
IF ПІ = 1 THEN LET П = 128 
LET U = p - 25 

FRINT CHRS ІП + 29): 
NEXT . 

FRINT из 

RETLIRN 


CX) 


Worth A 
Fortune 


Past issues of Creative Computing. What 
are they worth today? It varies. Toacollec- 
tor, Vol. 1, No. 1 is worth $7 ог $8. То a 
scrap dealer, less than two cents. 

But were not selling old back issues. 
Werre all out. 

On the other hand, you know that much 
of the content of Creative Computing is 
timeless. The Depth Charge program in 
Vol. 1, No. 1 is just as challenging today as 
the day it was written. Walter Koetke's 
series of five articles on using computers in 
the classrom are as valid today as the day 
they first ppeared in print. And scores of 
people have written about obtaining re- 
prints of Don Pieles classic problem- 
solving series. 


Our Mistake 


In our early growth years when we had 
5,000 and then 10,000 subscribers we 
couldn't imagine we would ever need more 
than 1000 extra copies for back issue sales. 
Thats about what we printed extra. How- 
ever, by the time we were going into Vol- 
ume 3, we found our stocks of Volume 1 
issues virtually depleted. 


Our Solution 


So we selected the best material from 
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Most other magazines in a high tech- 
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Now you can obtain the best material 
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March/April 1981 


SD | 


FOUR CLASSIC COMPUTER GAMES FOR 
THE MICROACE AND 4-K ROM ZX80. 


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17 


Truth In Programming 


It's time for a little truth in programming, 
time for a bit of logic. Why let your programs 
slave away with boring numbers when they 
can deal with such fascinating concepts as 
truth and falsity? The logical capabilities 
of the Sinclair represent one of the best 
ways to shorten and speed up programs. 
Many programers don't make full use of 
these Boolean operators, mainly because, 
while they are not difficult to use, they are 
different from other parts of Basic. Boolean 
logic uses operators such as "AND" and 
"OR." The major ways to use these operators 
will be discussed below. 

Logical operators deal with the concepts 
"true" and "false". In the Sinclair, true is 
represented as -1, false is represented as 0. 
This is just a convention; some machines 
use 1 for true, some use 0 for true and 1 for 
false. Knowing how the Sinclair represents 
true and false, the next question is, what 
makes something true or false? In Basic. 
any expression or variable with a value of 
0 is false, any other value is considered 
true. 

There are many ways to use logical 
operators. Let's start with a simple example. 
Take the statement 10IF X > ООВХ < 0 
THEN GO TO 50. This could be replaced 
with 10 IF NOT X — 0 THEN GO TO 50. 
But there is an even shorter way to perform 
the operation. We want to take the branch 
whenever X is not equal to 0. And, if X is 
not equal to zero, X is considered to be 
true. Using this, we can perform the function 
with the following line: 10IF X THEN GO 
TO 50. The IF... THEN statement makes 
the branch only when the IF part is true. If 


18 


David Lubar 


(LET X=Y=Z=W) 


X is not equal to 0, X is true, so the branch 
will be taken. Only when X is zero will the 
branch not be taken. Conversely, the 
statement 10 IF X = 0 THEN GO TO 50 
can be replaced with 10 IF NOT X THEN 
GO TO 50. You can use this technique to 
check against numbers other than zero by 
changing the variable to an expression. 
For example, IF NOT X = 15 THEN GO 
TO 100 is equivalent to IF X - 15 THEN 
GO TO 100. When X is not equal to 15, 
the expression X - 15 will evaluate as true, 
and the branch will be taken. What the 
above example boils down to is this: the 
IF...THEN statement can be used with 
any logical operation. 

Another important aspect of logical 
operators is their ability to provide a value 
that can be used to advantage in a program. 
Remember that true is represented as -1 
and false is represented as 0. Take the 
following programming problem: a player 
has to guess whether a number is odd or 
even. The program must determine whether 
the guess is correct. The first step would 
be to get the guess. This could be done 
with: 

10 PRINT "ODD OR EVEN?" 

20 INPUT G$ 
Now, some way has to be used to compare 
the guess with the number. This brings up 
another problem: what is the simplest way 
to determine whether a number is odd or 
even? In integer arithmetic, an easy way is 
provided by the fact that division rounds 
off a number to the integer remainder. 
The result of dividing 7 by 2 would be 3. 
This gives a way to determine whether the 


number is odd or even. For any integer N, 
if N/2 — N- N/2, then the number is even. 
Try this with an odd number, then with an 
even one. N/2 will only be equal to N - N/2 
when N is even. Now we could use lines 
such as 30 IF N/2 — N- N/2 AND G$ — 
"EVEN" THEN GO TO 100, where line 
100 handles a correct guess. But the full 
comparison of guesses in this manner seems 
somewhat long and inelegant. Instead, we 
can take advantage of the values given to 
logical operations. It happens that the 
CODE for E is 42 and the CODE for O is 
52. If we can find an expression that 
produces a value of 42 when the number is 
even, and 52 when the number is odd, we 
can compare this value with CODE (G$) 
to determine whether the guess is correct. 
This can be done using the fact that (N/2 
— N- N/2)is true when N is even and false 
when N is odd. Since true gives a value of 
-1 and false a value of 0, the comparison 
can be done with the following line: 

30 IF CODE (G$) = 52 (N/2 = N - N/2) * 

10 THEN GO TO 100 

Since even numbers will cause the expres- 
sion in the parentheses to be evaluated as - 
1, the result will be 52-1* 10 thus matching 
the CODE for E. If the number is odd, the 
result will be 52 +0* 10, matching the 
CODE for O. 

This concept bears repeating: airthmet- 
ical operators can be used to return logical 
values. АП in all. a very valuable technique. 
It can be used to adjust scores in games or 
alter results depending on answers. Since 
false returns a value of 0, and multiplying 
any number by zero results in zero, when 


SYNC Magazine 


you add a logical expression multiplied by 
a constant to a number, the number only 
changes if the expression is true. 

The equal sign can also be used more 
than once in a line. This fact caused a bit 
of confusion when mentioned in the ad for 
SYNC magazine, and deserves a fuller 
explanation. LET X — Y — Z is a valid 
expression, but does not assign to both X 
and Y the value of Z. These variables 
must be defined first. (To take an analogous 
case, LET X = X 1 is valid, but will cause 
an error if X hasn't been defined.) What 
the expression does is compare Y to Z and 
give X the logical value of this comparison. 
If Y equals Z, X will be assigned the value 
of -1. This fact can be exploited when a 
program requires several IF... THEN state- 
ments that all use the same comparison. 
For example: 

10 IF Y = Z THEN LET T=T +1 

20 IF Y = Z THEN PRINT “YOU ARE 

RIGHT” 

Assume that several more uses of this 

comparison are made later. These can be 

replaced with: 

10LETX=Y=Z 

20 IS X THEN LET T = T + 1 

30 IF X THEN PRINT “YOU ARE 
RIGHT” 

In the above example, no space was saved. 

But if the program makes repeated use of 

the comparison, this trick will save space 

since the expression IF X is shorter than 

the expression IF Y = Z. Also, the shorter 


version will execute more quickly since it 
has less to perform. 

While arithmetical operators can be used 
to produce logical values, there are also 
certain functions that are used specifically 
for logical operations, namely AND, OR, 
and NOT. AND is considered true only 
when all expressions linked by it are true. 
OR is true if at least one of the expresions 
linked by it is true. So the statement IF X 
AND Y AND Z THEN GO TO 100 will 
take the branch only if all three variables 
have a value other than zero. If any one of 
the variables is zero, the expression will be 
false. Again, the value produced by this 
expression can be used in arithmetical 
operations. The statement LET A = (X 
AND Y AND Z) * 10 will give A the value - 
10 if X, Y, and Z are all true. If any of the 
three are false, A will have a value of 0. 

These operators can be combined, 
producing lines such as IF NOT (A AND 
B) OR C THEN GO TO 100. While such 
expressions seem complex at first glance, 
they become simple when evaluated in 
sections. The first step would be to look at 
anything in parenthhses. A AND B by 
itself is simple. As stated before. this 
expression is true only if both A and B are 
true. NOT (A AND B) has the opposite 
value of (А AND B). 50, if (A AND В) is 
false, NOT (A AND B) will be true. Now, 
the entire expression can be understood. 


It is true if either NOT(A AND B) is true 
or if C is true. To test your understanding 


of this, determine, before looking at the 
next paragraph, what logical values of the 


he 
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PHIPPS ASSOCIATES з. DOWNS AVENUE, EPSOM, SURREY, ENGLAND. WEN 


or Telephone Epsom (03727) 21215 Quoting your Access Card Reference. No callers please. 


POCKET BOOK 


Subroutines 


variables would make the expression 
false. 

Since the major connective in the expres- 
sion is an OR, the expression will be false 
only when both sides of the OR are false. 
So C has to be false. NOT (A AND B) must 
also be false. NOT (A AND В) is fale when 
(A and B) is true. (A and B) is only true 
when both A and B are true. So, when A is 
true, B is true, and C is false, the expression 
will be false. With any other values, it will 


be true. | 
Logical operations make an excellent 


addition to a programmer's bag of tricks. 
They can be used to shorten programs, 
speed up programs, and to perform things 
that would otherwise require great 


difficulty. o 


Including Postage & VAT 


Cassette Tape of 
Programs above 
plus book. £14.95 


кесте 


DATA Statement Simulation 


One of the most noticeable short- 
comings of the Z X80 Basic is that there 
are no DATA statements. 

With numbers it is possible to simulate 


the DATA, READ and RESTORE 


instructions by a simple program. 

This can be done using a REM state- 
ment. The numbers are placed in a list 
within the REM statement, as is done 
with DATA statements, separating each 
number by a comma, and ending the list 
with a comma. 

The DATA is then read by PEEKing 
the number out of the REM statement 
and placing it in a variable, as demon- 
strated in Demo 1. 


R. Turner, 396 James Reckitt Avenue, Hull, N. 


Humberside, HU8 ОЛА, England. 


10 REM 12. 08. -2145, 
11 LET D = 9 

iS LET C = 0 

14 LET E = 
20  GÜSUB 100 
22 IF D= 1 
ӘЗ LET пе Ó 
z5 LET E = А + E + 1 
30 PRINT C 

40 LET C = 0 

во — INPLUT A$ 

70 вата 20 


cO УГЕ" 


100 FOR à = О TO 100 

LLO LET B = РЕЕК(Е + А) ~ 
120 ТЕ B = 188 
125 IF В = ФО THEN STOF 


126 IF NOT В = 192 THEN GOTO 120 


іре LET O = 1 


127 GOTO 140 
130 LET C = C # 10 + R 


Do not use variable A, B, C, D, OR E 
elsewhere in the program. 


Variables 

A —Dummy in FOR/NEXT loops 
B—Number read from REM statement 
should be PEEKing 

C— Number read from DATA statement 
D —Sign Flag + (0) - (1) 

E— Pointer to next number on DATA list 


20 


THEN RETURN 


Richard Turner 


In this case the number is put into 
variable C. This may then be put into any 
other variable by using a LET statement 
such as: 

LET А(2) = C 

E stores the pointer to the next item of 
DATA and in this case the start of 
DATA is at memory location 16427. 

LET E — 16427 
this will act as the RESTORE statement. 

The DATA can be placed anywhere in 
a program, but the memory location of 
the start of the data must be found. 

The following program finds all the 
REM statements in a program and prints 
the memory location where the data will 
start. Type this in at the end of a program 
and then erase it after it is used. [] 


DATA STATEMENT 

FLAG FON + UR - NL. 
NO. READ FROM LATA 
BEGINNING OF HATA 
EXTRACT FIRST NUMER 


{) ? = 1 3 


THEN LET C = -Ë [3 D SET? IF 50 CHANGE SIGN 


RESET FLAG 
PUINTER TO NEAT Ми, 
No. FROM DATA 


ПМ DATA 


РКЕ NEWLINE іш EATRALT NEAT NUMBER 


Bere trm 


CHECK FOR COMMA 

CHECK FOR END Gr LINE 
CHECK FOR MINUS SIGN 
SET FLAG 


SOOO 
JOLO 


LET A = ҒРЕЕК(163У2) + 
FUR He 16424 TU à 


голо TF FEEEKCBO = 254 THEN FRINT В 


S030 NEXT В 


The use of this simulation means that one 
of the faults of the ZX80 Basic may be easily rectified. 


PEER ILOJ 


EUM) # UA 


* 1 


SYNC Magazine 


EM 


A one-hour LP record of eight synthesizers may 
change your views about computer music forever 


Binary Beatles 


by David Ahl 


Computer music. Who needs it? It's mostly 
boring beep, beep, beeps or wildly modern 
stuff. It's certainly nothing you'd want to 
listen to more than once. That's what | thought 
about computer music and most of my friends 
agreed. 

In 1978 | entered Yankee Doodle Dandy 
into my Software Technology system just 
to be different. Dick Moberg heard of itand 
asked me to perform in the Philadelphia 
Computer Music Festival. | agreed expecting 
to be the only one with something out of 
the ordinary. | was wrong. 


Computer Accompanist 


Nine individuals and groups performed 
in the festival. There were the usual Bach 
pieces but even they were different. Gooitzen 
van der Wal performed the last movement 
of the 2nd Bach Suite in a unique way. He 
played the flute solo while using the computer 
as accompaniment. 

Then Dorothy Siegel did the same thing, 
playing the clarinet solo part of Wanhal's 
Sonata in b flat. The audience went wild. 

Hal Chamberlin played Bach's Tocatta 
and Fugue in d minor. Butalso with a differ- 
ence. He used a large computer before 
hand to "compute" the waveform of every 


instrument playing every note. It took one 
hour of computation time for each two min- 
utes of playback time. The result could hardly 
be distinguished from the organ in the 
Hapsburg Cathedral. 

Don Schertz had a home brewed synthe- 
sizer truly mounted on a breadboard that 
allowed him to control 25 parameters of 
each note. It produced spectacular sounds 
in his arrangement of Red Wing. 


Singing Computer 


In 1962, D.H. Van Lenten at Bell Labora- 
tories produced the first talking computer. 
Bell engineers taught it to recite the soliloquy 
from Hamlet. Then they went one step further 
and taught it to sing Daisy both alone and 
accompanied by another computer. This 
was also performed at the festival. 

Yes, the Beatles were represented. Andrew 
Molda played Hey Jude on his COSMAC 
VIP system with a program called PIN-8 
(Play it Now). 


Superb Quality Recording 


All these pieces and twelve others were 
recorded with broadcast quality equipment. 
Because of audience noise, eight were re- 
recorded later in a studio. We then took 
these tapes to Tru-Tone, a top recording 


KNOW YOUR ZX80 


With LINSAC products for the Sinclair ZX80 


THE ZX80 COMPANION 
(Second Edition) 


Maunder, Logan and Trotter 


THE ZX80 
COMPANION 


postage. 


The ZX80 Monitor A complete assembly language listing of the ZX80's 4К Monitor, 


with annotations — Price £10.00 incl. UK postage. 


Cassette Software 


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stated. Price £10.00 per pack incl. UK postage. 


ISBN 0 907211 00 3. Price £7.95 incl. UK 


This best-selling manual on the Sinclair ZX80 
covers ZX80 BASIC, hardware and programs 
and has a detailed explanation of the ZX80 
Monitor, routines and entry points. A routine 
for generating moving displays is also included. 


Ch.1 — Operating the ZX80. 

Ch.2 — Theory of Computers 

Ch.3 — ZX80 BASIC 

Ch.4 — The ZX80 Monitor 

Ch.5 — Construction and Hardware 

Ch.6 — ZX80 Programs 

App.1 — Comparison of Z-80 Opcodes and 
ZX80 Characters. 

App.2 — The 8K ROM. 


For a cassette of ten programs from the Com- 
panion add £4.95. 


studio and cut a lacquer master. It was a 


long session since the recording engineers . 


insisted upon analyzing the sound from every 
source and setting up the equilization curves 
accordingly. It took over 12 hours to produce 
a one-hour lacquer master. 

Finished recordings were then pressed 
on top-quality vinyl and inserted into liners 
and record jackets. These were then shrink 
wrapped in plastic for maximum protection. 
We guaranteee that every LP record is free 
from defects or we will replace it free of 
charge. 

The extensive descriptions of each of the 
eight synthesizers and the festival would 
not all fit on the jacket so we ve included an 
extra sheet with each record. This entire 
package is mailed ina protective corrugated 
package to insure that it reaches you in 
mint condition. The cost is a modest $6.00 
postpaid in the U.S. and $7.00 foreign. Send 
order with payment or Visa, MasterCard or 
American Express number to Creative Com- 
puting, Morris Plains, NJ 07950. 

This LP record contains one hour of eight 
computer music synthesizers that you'll listen 
to over and over again. Send in your order 
today at no risk whatsoever. 


creative 
сора юр 


Morris Plains, NJ 07950 
Toll-free 800-631-8112 
(In NJ 201-540-0445) 


NOW AVAILABLE 


ke 


GAMES PACK 1 — Three Towers, Number Guessing, Mastermind, Sketcher, Hurkle, Nim, Symbol Simon. 


GAMES PACK 2 
GAMES PACK 3 (2K*) — Fruit Machine, Four-in-a-line, Zombies 
EDUCATION PACK 2 
EDUCATION PACK 3 
UTILITY PACK 1 


(2K*) — CAL Quiz Package with three sample data sets. 


Nine Lives, The Maze Game, Plain Sailing, OXO, Chinese Puzzle, Tower of Hanoi, Battleships. 


EDUCATION PACK 1 — Maths Drill, Dot Recognition, Musical Notes, Spelling Quiz, Day Finder. 


Graph Plotter, Prime Factors, Number Bases, Bar Charts, Statistics. 


Memory Display, Hex Code Monitor, Renumber, Memory Search. 


LINSAC 


68 Barker Road, Linthorpe, 


Middlesbrough, Co. Cleveland TS5 5ES 


March/April 1981 


board . 
conversions 


Standard Compute 


minutes 


inversion with reverse video 


Keyboard with complete parts and plans $65.00 
Wired keyboard, complete with plans $85.00 
а nS SEE RNS ЗЕНА ЕЕ ЖЕ S О ы м о Е 


Mail for information: 


L.J. H. Enterprises 


P.O. Box 6273, Orange, CA 92667 


21 


Is it possible for a game to present an 
interesting challenge, yet fit in 1K of RAM? 
As evidence that the answer is "yes," I 
offer Widget, a relative of the games 
Hammurabi and Lemonade Stand, in which 
the player allocates his resources for the 
best effect. As the player, you are the 
head of the United Widget Company, trying 
to expand your business as rapidly as 
possible without going broke. 

You start out with one plant and $90,000. 
A plant is capable of producing as many as 
1000 widgets a month, which will sell for 
$10 each. The monthly fixed overhead is 
$4000, including the mortgage cost for 
your first plant. In addition, it costs $5 per 
widget to produce any widgets in excess of 
the first hundred. To sell any widgets, you 
have to advertise. Naturally, the return on 
advertising isn't entirely predictable, but 
you have to learn how much to spend in 
order to sell what you produce аға profit. 

The key to making money is buying 
more plants. A plant costs $100,000 to buy 
and $2000 a month to maintain, and it lets 
you produce another thousand widgets a 


22 


cet 


Gary McGath. 


ACME- * 
WIDGETS inc. 


Some of the many versions of Widget as 4 


illustrated bv Timothy Truman. 


| у, A UT 


month. This means more fixed cost and 
more need for advertising; it also means 
economies of scale. You'll notice that as 
production increases, it takes more adver- 
tising dollars to sell each widget. On the 
other hand, if you keep a steady flow coming 
out of your plants, each month's sales will 
produce a carry-over effect into the next 
month. 

With these costs in mind, you can start 
playing Widget. Each turn represents one 
month. At the start of the turn, the screen 
shows your current cash balance, number 
of plants, and inventory. If you have at 
least $100.000, you are asked, "Buy a plant?" 
To buy a plant, answer “У” (just the one 
letter); anything else means "no." 

Next (or first, if you had less than 
$100,000). the program asks for your ad 
budget. Enter the number of thousands of 
dollars that you want to spend on ads; for 
example, to spend $4000, enter “4.” You 
will be asked again for input if you try to 
spend more than you have. 

Finally you are asked how many widgets 
you want to produce. Enter the number of 


hundreds of widgets you want to produce, 
remembering that each plant can only 
produce 1000 widgets. Again, the program 
wont let you go until you've entered а 
legal number. 

The advertising cost is then subtracted 
from your cash balance, sales are deter- 
mined, revenue comes in, and then the 
other costs are subtracted. If you can't 
meet your costs, the message "You are 
bankrupt" appears, and the game is over. 
Otherwise, the program goes on to the 
next month. 

Before starting, decide how many months 
you're going to play. Sixty turns (5 years) 
or 120 turns (10 years) make a good game. 
Keep score by calculating your company's 
net worth, which is its cash balance plus 
$100,000 per plant. There isn’t any prede- 
termined winning score, but the outcome 
of a fairly well-played game would be to 
have 5 plants and $50,000 or more at the 
end of 10 years. [] 


Gary McGath, 5 Ames Rd., RFD #3, Milford, NH 


03055. 


SYNC Magazine 


Zu s «t ] 


= RANLDCGMIZE 
6 LET Z = 1 
10 LET F = 1 
20 LET M = 770 
О LET I = 0 
40 LET $ = 10 
joo CLS 
110 PRINT "MONTH" „7 
120 LET Z = Z + 1 
300 PRINT "YOU HAVE" , "$" :M; "OO" 
310 PRINT F3" PLANTS" 
320 PRINT »15 "00 WIDGETS" 
330 PRINT "LAST MONTH You 
SOLO "sm; "oo" 
250 IF M x 1000 THEN ба та 410 
360 PRINT "BUY А PLANT?" 
370 INFLT YS 
250 IF NOT Y$ = "Y" THEN GO Та 410 
390 LET Р = Р + 1 
400 LET М = M - 1000 
410 РКІМТ "АП BUDGET IN 10005 7?" 
420 INPUT В 
430 IF B * 10 > M THEN GO та 420 
440 LET М = М ~ B * 10 
450 FRINT "PRODUCTION IN 1005 7" 
470 INFUT W 
430 IF W > 10 * Е THEN GO To 470 
470 LET I = I + W 
200 LET & = $ / (RNE (3) + 3) 
210 IF B = 6 THEN GO та 550 
ЭРО LETS = Б + (В - 6) * 5 
"30 LET В = 6 
SAO IF В < Т THEN GO TO 400 
S60 LET $5 = 5 + (В - 2) # 7 
70 LET B= 2 
4200 LET 5 = 5 + БВ * B 
4140 IF С > I THEN LET 5 = I 
420 LET М = М +5 # 10 
630 ЕТІ = I-$S 
640 LET М = М ~ zo * P — zo 
450 LET M =M- (W - 1) * & 
640 IF NOT M О THEN ба TO 100 
зоо PRINT "YOU ARE BANKRUPT. " 
MONTH 1 
УГ! HAVE $70000 
1 FLANTS 


ООО WIDGETS 


LAST MONTH YOu SOL TI 1000 


АП BUDGET ІМ 109057 
MONTH 29 
YOU HAVE 101000 
1 PLANTS 
000 WIDGETS 
LAST MONTH YOU SOLD 1500 
BUY A PLANT? 
MONTH 61 
УГ HAVE $71000 
2 FLANTS 


200 WIDGETS 


LAST MONTH YOu SOLE 1900 
AD BUDGET IN 10005? 


MONTH au 
УП HAVE $0000 
3 FLANTS 
ооо WIDGETS 
LAST MONTH YOU SOLD 2600 
АП BUDGET IN 10005? 


MONTH 121 


УГ 


LAST 
BUDGET IN 1000027 


AL 


HAVE $53000 
к FLANTS 
400 WIDGETS 
MONTH YOu SOLD Shoo 


March/April 1981 


OULMLITY SOF TMLRE 


Graphics ў 
( #5 ) Poke to memory mapped screen - use your ZX80 as а 
Sketching pad. Character and direction control. 
Music 


( #15 ) Tunes to your cassette recorder, with selectable 
octaves, semitones and duration from a wide range 
of notes. Your tune will repeat itself continuously. 
For the best results, memory 1K is necessary. 


Po QUT ЖЕНЕ) 
( £5) Hex. Loader - this routine provides а simple means 


for machine code programming in Hexadecimal notation. 
А 'String Rotate' demonstration program is included. 
Hex. Display - this routine allows you to inspect 

the contents of memory in 64 byte blocks - just 

enter the decimal address. 


е Display ; 


( $20 ) Write your own games or use the ZX80 for continuous 
data monitoring. You decide how long a dísplay will 
hold before your program continues (1/60th second to 
approx. 16 mins.). A Hex. Loader and а 'top row' 
keyboard scanning routine is included with a demo. 


Жалбыр; 


( $20 ) Try your skill at knocking all the bricks from the 
wall before your final ball is lost. The ball starts 
at '9' and decrements each time it is lost until the 

game is over. The paddle moves swiftly under your 

control - the game restarts automatically. 


Movies 


( #15 ) Pictures of your own creation (7x8 characters) are 
displayed in rapid rotation giving animation effect. 
For the best results, memory 1K is necessary. 


әсе E йыз 


( #25 ) A simplified version of the famous arcade game. 
Zap the intruders as they attempt to land. The impulse 
to beat your last score is paramount. Requires 2K memory. 


No modifications to hardware whatsoever. All software is thoroughly 
tested and claimed to be the most advanced developed so far. 

Games are written in machine code to make maximum use of memory and 
provide continuous live action without loss of T.V. synchronisation. 
All programs run in 1K memory unless stated otherwise. 


Inclusive prices for program listing, details and Air Mail postage, 
(Send only $90 total if all the software listed is ordered together). 
Cheques (or S.A.E. for U.K. price list and details) to:- K.Macdonald, 
26 Spiers Close, Knowle, Solihull, West Midlands, B93 9ES, ENGLAND. 


Rose Cassettes 


R.F. SHIELD 


(Cuts down T. V. 
interference)! 


TUITION for your under 13 year old child. Make itfun 
to learn Maths., English, General Knowledge and 
Reasoning. 4K ZX80 — Cassette $10.80. Also 


GAMES cassettes (4K) $10.80 and (1K) $4.80. 


Mailing and packing $1.80. Check to ROSE 
CASSETTES,148 Widney Lane, Solihull, West 
Midlands B91 3LH. England. 


WYNCOM 


WYNDHAM COMPUTER SERVICES 


Languages, History, mathematics: 
WYNCOM's TUTOR program stores 
questions on any subject, presents 
them in random sequence. 1K ver- 
sion displays answer, 2K checks 
student’s response. Listing 1K $7 
(£3), 2K $12 (£5) from WYNCOM, 
11 Furze Platt Road, Maidenhead 
SL6 7ND, England. 


Kit for the ZX-80 ог Micro-Ace. Send 
$5.00 U.S.A. To: 


Outbound Engineering 
P.O. Box 218 
Chandler, Texas 75758 
U.S.A. 


Why wait 2 or 3 weeks for your check 
to clear? Send Cash. Texas residents 
add 595 Sales Tax. 


23 


r SOMEWHERE IN A GALAXY FAR, 
FAR AWAY FROM TOLEDO, OHIO... 


STEP ON 
IT, CRASH! 


> 


INSIVE THE FLEEING B Н * | гом'т BELIEVE vou! FIRST, . NOW, vou PASS 
CRAFT-- CRASH BB tee ia YOU GET YOURSELF INTO A BREACH- А РАЯ CHECK ON 
CURSOR, SPACEHAWK, Е ӘЖ OF-PROMISE SUIT WITH THAT ты FALEGRAY, АМ 
АМР HIS FAITHFUL ER pd FLOOZ PSORIASIS IW... RUN THE FIRST 

| | STOP-LIGHT WE 


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MANUEVEREY 
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AT THIS 
MOMENT, I'M 
ALMOST 


TUST WHAT 
WE NEEU" 


“A BIG BALL 
OF ATHLETES 54 
FOOT FUNGUS!” 


SLI 


24 


YES, ONCE AGAIN YOUR VAUNTLESS FREN 

АМР MASTER HAS PROVEN HIMSELF THE IN ALL THE KNOWN UNIVERSE, 

TRUE EVASIVE-TACTICIAN THE GREAT FROM SIRIUS To NEWARK, 
UNIVERSE KNOWS HIM TO BE... 7 THERE 15 NO ONE To MATCH МҮ... 


GO...! 


FEL ОЛЕ 
mates 


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СА к» S 7 ( g” 
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IN ANOTHER. OBSERVANT." m 


FIX.” 


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WHY, WE PURSUE 
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TO ITS RES 
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TO OUR PARTICULAR 
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кос FASHIONS! | 


YES, ZEAR DROID! > a тт 
APVENTURE 15 DRAWN я J $HHH.../ i 
TO HEROES SUCH AS FE. HEAR SOMETHING! 
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FLAME, BEES TO HONEY, 


Ы FLIES TO—— 


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THIS STRANGE, NEW, 
EVENTUALLY EXCITING 


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(ЕТНАММДЕК-ХП-ОММІ- - 
ATOMIC-SONIC-7EUTA-FAUCUIATION-— 
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(АМР RATHER FOLIL- SMELLING ) 
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DRAT out ос PROTONS! 
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FLAILING FIST CAN SANE 


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МЕКУ GOOR yes! ms I ...' SG ШІ. DING 
LEROY! BRING MASTER OF SPACE! i oe eco THE Я 
"NOW! | CONTROLLER OF ment | MERCIFULNESS 


АМР ICKY, WICKED 
THINGS! ... THE 

IMPECCABLY WELL- 
DRESSED... 


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In Artillery the player fires a cannon at a 
stationary target. The screen displays the 
gun location, the target site, and the 
approximate range. To take aim the cannon- 
eer selects the angle at which the cannon 
is raised, between 0 and 90 degrees. The 
display then indicates whether the shot 
was long, short, or on target. 

With a maximum range of just over 
200,000 yards — the display gives a relative 
range within approximately 10,000 yards. 


C.R. Whetstone, 211 Clarendon Ave., Baltimore, 
MD 21208. 


March/April 1981 


юж ^h m "in f^ m mz 
b-4 -4 м 


ЕТ A=RNDC2030) 
290 

ІМ 55212 

1 TD 20 

T 554221 
XT à 

Y SCA/100) 
T SCL/100) 
INT X; 

R €=1 T2 20 
S€Q)=1 THEN 
5С642:2 THEN 
SCQ223 THEN 
та 

NT "M/R" 
URN 

NT "TARGET RANS 
NT 

508 140 

МТ 

NT "INPUT GUN 
UT N 
М<0 
N»45 


© 

29 

£5 
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PRINT "T"; 
PRINT "x"; 


T- " М 


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z":4;"CO YARDS" 


He dh >< 


X ж сэ Ж VY MAM т тї п Су Amn ri rn 
на 


H4 


LEVATICN",,"CDO TC 90 JEGREES)" 


B 


JR №>90 TREN 
THEN LET 


52 TC 360 
Nz3C-N 


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С4-1)<50 ТР 

2-1 

S=C TREN GO TC 

NT "RANGE ="; 

NT 

593 150 

INT "YOU WERE "SZ ASSCA-LD3 "O00 
А-1>0 THEN PRINT “SHORT" 

Е А-1<0 THEN PRINT ®"LONC"™ 


A 


mv 


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2000 
3800 YARDS" 


4 


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RINT "HIT N/L TC RELCAD" 
$ 


£$-"N" THEN SC TS 300 


27 


Game of Life 


pe нн C —————— á— —— ead 
el 
p 


Generally, a mathematical model is a 
representation of some real-life process, 
expressed in mathematical form (such as 
a set of related equations) or in algorithmic 
form (such as a computer program). Usually 
the model is by necessity a simplification 
of the actual process, since real-life pro- 
cesses tend to be highly complex. One 
advantage of embodying the model as a 
computer program is that we can run the 
program and thus simulate the process 
being modelled. By varying certain features 
of the program, we can learn something 
about the relationships between the compo- 
nenets and the overall structure of the 
process. In addition, if the output does 


(1) World — Cells live on an infinite 
two-dimensional plane of squares (like an 
infinite checker-board, except that all 
squares are identical). 


not sufficiently coincide with observed 
reality, the model can be revised and 
improved. 

It is also possible to model a purely 
abstract process. We don't often see this 
done. After all, if someone asked you to 
describe some abstract process, what would 
you say? However, many games start out 
as purely abstract processes. For example, 
tic-tac-toe or checkers are abstract from 
the point of view that they represent no 
real-life process. Occasionally, it turns out 
that an abstract process represents a real- 
life process either by accident or design. 
The following game is one such example 
which in some ways represents life itself. 


(2) Neighborhood — Each square has 
eight neighbor squares. In the diagram 
below, the neighbor squares for the square 
with the asterisk (*) have been colored in. 


The game of Life was devised by John 
Conway, a mathematician at the University 
of Cambridge, and made popular by a 
series of articles written by Martin Gardner 
in recent issues of Scientific American. 
Ever since the first article appeared in 
October 1970, hundreds of mathematicians 
throughout the world have become fasci- 
nated with the model and have been 
exploring its properties. 


The game consists of following the 
successive generations of a particular 
imaginary type of cellular life-form. The 
life processes of these cells are represented 
by the following mathematical model, 


(3) Survival — A cell (always represented 
by a *) which is living in generatin n, will 
remain living in generation n+1 if and 
only if it has exactly two or three living 
neighbors in generation n. 


(4) Death — However, in all other cases 
the cell dies. Specifically: If it has one or 
no neighbors it dies from isolation. If it 
has four, more than three neighbors, it 
dies from overpopulation. 


(5) Birth — If a square is empty during 
generation n, a living cell will be born 
into that square during generation n t 1 if 
and only if that square had exactly three 
living neighbors during generation n. 

The only trick is to remember that all 
survivals, deaths, and births occur simul- 
taneously, and so the simplest way to 
keep the bookkeeping straight is to have 
two separate copies of the world — one 
for the old generation and one for the 
new one you are forming. For each square 
in the old world, decide what its state will 
be next time, and mark this down in the 
corresponding square in the new world. 


SYNC Magazine 


which captures several properties common 
to all life-forms. 

The game is played simply by picking 
some initial starting pattern and watching 
the development of some very interesting, 
and often beautiful patterns of symmetry. 
However, the player must be extremely 
careful because mistakes are easy to 
make. 

As an example, we will trace three 
generations of the following initial pattern 
(we have numbered some rows and 
columns for reference purposes only): 


Following the rules of our model: 


No births will occur in squares 1, 2, 3, 4, 
or 5 because none has three living neigh- 
bors. 

The cell in square 6 will survive because 
it has two living neighbors (10 and 11). 

A birth occurs in square 7 because there 
are three living neighbors (6, 10, and 11). 
No birth occurs in squares 8 or 9. 

The cell in square 10 survives because it 
has three living neighbors (6, 10, and 15). 
The cell in square 11 survives also because 
it has three living neighbors (6, 10, and 
15). 

No birth occurs in squares 12 or 13. 

A birth occurs in square 14 because there 
are three living neighbors (10, 11, and 
15). 


The cell in square 15 survives because it 
has two living neighbors (10 and 11). 

No birth occurs in square 16 because it 
only has two living neighbors. 


During this process, we have been filling 
in a picture of G1, and the end result is: 


FOO 


joo DIM A (63) 

110 FOR I = 1 TO 4&3 

120 LET ACI) = 128 # (КМО (2) - 1) 

1:0 NEXT I 

200 FOR L = 0 TO & 

210 FOR J = 1 To 7 

220 LET IT = J + 7 #L 

2530 FRINT CHR$ (ACT) )3 The following program for the game of 
240 NEXT 4 Life is from The Melbourne House book, 
250 FRINT Thirty Programs for The Sinclair 2 Х-80 
260 NEXT L IK. 

270 PRINT "PRESS 1” 

шо INFUT А 

270 CLS 

300 Е N R I= 70 55 

210 LET X = О 

azO IF ((I + 1) АМП 7) = О THEN са TO 230 

S30 LET X = (ACI + 1) > 127) 

340 IF ((І - 1) АМП 7) = о THEN GO TO 340 

220 LET X = X + (ACI ~ 1) „> 127) 

360 FOR d 7 TO F 

370 FOR К = — 1 TU 1 

зао IF R = О THEN GO TO 420 

290 LET Е = I + К * Jd 

400 IF (к АМП 7) = Q THEN GO TO 420 

410 LET X = X + (ACK) 2127) 

420 NEXT К 

4x0 NEXT 41 

440 LET ACI) = ACI) - X 

460 NEXT I 

470 IF ACI) = 3 OR ACI) = 130 OR ACI? = 131 THEN GO TU 
420 LET ACI) = O 

470 GO Та 510 

200 LET ACI) = 128 

10 NEXT I 

220 GO TO #900 


March/April 1981 


29 


Life, continued... 


Experiment 1 


Using pencil and paper, carefully com- 
pute G2, the next generation for this 
same society of cells. If you do it cor- 
rectly, you will find that G2 is the pattern 
which Conway calls the “Беешуе”: 


Experiment 2 


Now compute G3. If you are again 
careful, you will discover that G3 is iden- 
tical to G2. Why does Conway call the 
beehive a “still-life”? If you are not sure, 
think about G4, G5, бб... 


Experiment 3 


Using pencil and paper, compute GO, 
G1, G2 and G3 for the initial pattern 
below: 


If you do it correctly, G3 should look 
familiar to you. 


Experiment 4 


By now you've no doubt noticed that 
with pencil and paper, this game is an 
extremely slow process, and mistakes are 
all too common. If we ever hope to look 
at more than a few patterns, we're going 
to have to turn to the computer for help. 


Write a computer program which 

simulates "Life" for any given initial pat- 
tern, and which has the following 
features: 
(1) Allow for as large a world size as your 
particular computer facility will permit 
(obviously an infinite plane is not pos- 
sible in a finite memory). You will prob- 
ably want to use array structures with 
two subscripts (row and column). 


30 


(2) Whatever world-size you are limited 
to, make sure your program doesn't try to 
alllow births outside your world, even 
though properly these would occur on an 
infinite plane. 


(3) Make sure your algorithm allows all 
survivals, deaths, and births during a 
given generation to occur simulta- 
neously, as discussed above. 


(4) Allow the user to input the initial 
pattern in a convenient format, such as 
pairs of (row, column) coordinates. 


(5) Make your program efficient and 
your output as close to the format of the 
pictures above as possible. 


Once your algorithm is designed, and 
your program is written, debug your pro- 
gram by running it on the following initial 
GO pattern, and carefully check your 
output vs. the results below: 


Warning ! 


Depending upon the world-size you are 
limited to, certain "large" patterns may 
grow differently than they would on an 
infinite plane. 


If the society of cells above, however, 
fits inside your world-size, you will notice 
an interesting cyclic pattern beginning at 
GO, which Conway calls “traffic lights". 


Experiment 5 


When your program is thoroughly de- 
bugged and operational, or using the 
LIFE program with this article, the real 
fun comes in thinking up initial patterns 
and watching them grow. Interesting 
situations to watch for are: 


(1) Other “still-life societies (like the 
"bee-hive") 

(2 Other "cyclic" societies (like the 
"traffic lights") 

(3) A society which lives for an extended 
period of time without dying, becoming 
still, or cycling 


Experiment 6 


Find copies of the October 1970 and/ 
or February 1971 issues of Scientific 
American and read Gardner’s articles on 
"Life." You may want to run your pro- 
gram on some of the societies he de- 
scribes, such as: diagonal chains, the R 
pentomino, the Latin cross, the cheshire 
cat, and many others. 


Experiment 7 


Try to think up changes in the model 
(and your computer program) which will 
drastically alter the life patterns of the 
cells, i.e. by modifying the rules for birth 
or death or both. Based upon your ex- 
perience so far, try to come up with sets 
of rules which will lead to more populous 
societies, or more sparse societies, ог 
societies which are less symmetric than 
those of "Life", etc. The range of possi- 
bilities is very large. 


Experiment 8 


Make some major modifications in 
your computer program to make it more 
general, by allowing the user to specify 
the particular model he wants to investi- 
gate. For example, you might have your 
program begin by posing the following 
questions to the user: 


How many neighbors for survival? 
How many neighbors for birth? 


Then, if the user answered 2, 3 for the 
first question and 3 for the second, your 
program would follow the rules of "Life." 
But if he gave other answers, the program 
would simulate for him some other model 
he wants to investigate. 


Experiment 9 


Is there any way you can streamline 
your program or the published one so 
that you can enlarge the size of the world 
it currently handles? 


Experiment 10 


How might you alter the general con- 
cept of "neighborhood" so that entirely 
different models could be tested? How 
would your computer program have to be 
changed in order to simulate these new 
models? 


SYNC Magazine 


The story behind the two best selling 
computer games books in the world. 


Computer 


Games 


by David H. Ahl 


Everybody likes games. Children like tic 
tac toe. Gamblers like blackjack. Trekkies 
like Star Trek. Almost everyone hasa favor- 
ite game or two. 


It Started in 1971 


Ten years ago when | was at Digital 
Equipment Corp. (DEC), we wanted a pain- 
less way to show reluctant educators that 
computers weren't scary or difficult to use. 
Games and simulations seemed like a good 
method. 


So | put out a call to all our customers to 
send us their best computer games. The 
response was overwhelming. | got 21 ver- 
sions of blackjack, 15 of nim and 12 of 
battleship. 

From this enormous outpouring | se- 
lected the 90 best games and added 1 1 that 
| had written myself for a total of 101. | 
edited these into a book called 101 Basic 
Computer Games which was published by 
DEC. It still is. 

When I left DEC in 1974 | asked for the 
rights to print the book independently. 
They agreed as long as the name was 
changed. 


г--л---------------------------------ӘНҺмНӘӘЭӘӘӘ-- UU 


Contents of Basic Computer Games (right) 


Introduction Hi-Lo 
The Basic Language High І-О 
Conversion to Other Hockey 


and More Basic Computer Games (below). 


Artillery-3 Life Expectancy 
Baccarat Lissajous 
Bible Quiz Magic Square 
Big 6 Man-Eating Rabbit 
Binary Maneuvers 
Blackbox Mastermind 
Bobstones Masterbagels 
Bocce Matpuzzle 
Boga Il Maze 
Bumbrun Millionaire 
Bridge-It Minotaur 
Camel Motorcycle Jump 
Chase Nomad 
Chuck-A-Luck Not One 
Close Encounters Obstacle 
Column Octrix 
Concentration Pasart 
Condot Pasart 2 
Convoy Pinball 

Corral Rabbit Chase 
Countdown Roadrace 
Cup Rotate 
Dealer's Choice Safe 
Deepspace Scales 
Defuse Schmoo 
Dodgem Seabattle 
Doors Seawar 

Drag Shoot 

Dr.Z Smash 

Eliza Strike 9 
Father Tennis 

Flip Tickertape 
Four In A Row TV Plot 
Geowar Twonky 
Grand Prix Two-to-Ten 
Guess-lt UFO 

ICBM Under & Over 
Inkblot Van Gam 
Joust Warfish 
Jumping Balls Word Search Puzzle 
Keno Wumpus 1 

L Game Wumpus 2 


March/April 1981 


Basics Horserace 
Acey Ducey Hurkle 
Amazing Kinema 
Animal King 
Awari Letter 
Bagels Life 
Banner Life For Two 
Basketball Literature Quiz 
Batnum Love 
Battle Lunar LEM Rocket 
Blackjack Master Mind 
Bombardment Math Dice 
Bombs Away Mugwump 
Bounce Name 
Bowling Nicomachus 
Boxing Nim 
Bug Number 
Bullfight One Check 
Bullseye Orbit 
Bunny Pizza 
Buzzword Poetry 
Calendar Poker 
Change Queen 
Checkers Reverse 
Chemist Rock, Scissors, Paper 
Chief Roulette 
Chomp Russian Roulette 
Civil War Salvo 
Combat Sine Wave 
Craps Slalom 
Cube Slots 
Depth Charge Splat 
Diamond Stars 
Dice Stock Market 
Digits Super Star Trek 
Even Wins Synonym 
Flip Flop Target 
Football 3-D Plot 
Fur Trader 3-D Tic-Tac-Toe 
Golf Tic Tac toe 
Gomoko Tower 
Guess Train 
Gunner Trap 
Hammurabi 23 Matches 
Hangman War 
Hello Weekday 
Hexapawn Word 


Converted to Microsoft Basic 


The games in the original book were in 
many different dialects of Basic. So Steve 
North and | converted all the games to 
standard Microsoft Basic, expanded the 
descriptions and published the book under 
the new name Basic Computer Games. 

Over the next three years, people sent in 
improved versions of many of the games 
along with scores of new ones. So in 1979, 
we totally revised and corrected Basic 
Computer Games and published a com- 
pletely new companion volume of 84 ad- 
ditional games called More Basic Com- 
puter Games. This edition is available in 
both Microsoft Basic and TRS-80 Basic for 
owners of the TRS-80 computer. 

Today Basic Computer Games is in its 
fifth printing and More Basic Computer 
Games is in its second. Combined sales are 
over one half million copies making them 
the best selling pair of books in recrea- 
tional computing by a wide margin. There 
are many imitators, butall offer a fraction of 
the number of games and cost far more. 

The games in these books include classic 
board games like checkers. They include 
challenging simulation games like Camel 
(get across the desert on your camel) and 
Super Star Trek. There are number games 
like Guess My Number, Stars and Battle of 
Numbers. You'll find gambling games like 
blackjack, keno, and poker. All told there 
are 185 different games in these two 
books. 

Whether you're just getting started with 
computers or a proficient programmer, 
you ll find something of interest. You'll find 
15-line games and 400-line games and 
everything in between. 

The value offered by these books is out- 
standing. Every other publisher has raised 
the price of their books yet these sell for 
the same price as they did in 1974. 


Moneyback Guarantee 


Examine one or both of these books and 
key some games into your computer. If 
youre not completely satisfied we'll refund 
the full purchase price plus your return 
postage. 

Basic Computer Games costs only $7.50 
and More Basic Computer Games just 
$7.95 for either the Microsoft or TRS-80 
edition (please specify your choice on your 
order). Both books together are $15. Send 
payment plus $2.00 shipping and handling 
to Creative Computing Press, Morris 
Plains, NJ 07950. Visa, MasterCard and 
American Express orders should include 
card number and expiration date. Charge 
card orders may also be called in toll-free to 
800-631-8112 (in NJ 201-540-0445). 

Order today to turn your computer into 
the best game player on the block. 


Greative 
Gorepatirg 


Morris Plains, NJ 07950 
Toll-free 800-631-8112 
(In NJ 201-540-0445) 


31 


Tic Tac Toe or 


Noughts and Crosses 


Jeffrey Hoffman 


On a computer with a very limited 
amount of memory (1K) even a simple 
game like Tic Tac Toe might be a problem 
to fit. This version of the well known 
game is short and simple, anyone will be 
able to understand it. Lines 10 through 90 
define the variables A$ to I$ (since there 
are no string arrays on the ZX80 with 4К 
ROM, one must use another way). Lines 
120 to 160 create the familiar tic tac toe 
pattern using the “checkerboard” graphics 
symbol (located above the “A” key—you 
must use the "shift key"). In order to save 
memory, this program assumes that you 
know the rules of tic tac toe, and therefore 
allows you to enter any number you want, 
only actually using those between one 
and nine. However, you may not put an X 
where there is already an O (or visa versa), 
the computer will just take the number 
and go on to let your opponent go. Those 
people with larger memory machines can 
adapt this program to include a "play 
against the computer" mode. [] 


Jeffrey Hoffman, 332 Melbourne Rd., Great 
Neck, NY 11021. 


32 


10 LET А$="1" 
20 LET B$-"2" 
30 LET C$-"3" 
40 LET D$-"4" 
59 LET E$-"5" 
6g LET F$-"6" 
70 LET G$="7" 
89 LET H$-"8" 
99 LET I$="9" 


10) 
110 
120 
130 
140 
150 
160 
170 
18g 
19g 
29g 
21g 


45g 
460 
470 
48g 
49g 
578 


FOR Q-1 TO 9 


PRINT " TIC TAC ТОЕ" 

PRINT Аф; "5 "5;B$;" 3 "c$ 

PRINT " (9 3 symbols) 
PRINT B "IE 

PRINT 

PRINT en's 1G 


PRINT 
IF Q-2*(Q/2) THEN GO TO 23g 
PRINT "X GOES" 

INPUT C 


LET Рф="Х" 

GO TO 27g 
PRINT 

PRINT "O GOES" 
INPUT C 

LET P$="0" 


LET J$=STRİ (C) 

IF J$=A$ AND NOT A$=P$ THEN A$-P$ 
IF J$=B$ AND NOT B$=P$ THEN B$=P$ 
IF J$=C$ AND NOT C$=P$ THEN C$=P$ 
IF J$=D$ AND NOT D$=P$ THEN D$=P$ 
IF J$=E$ AND NOT E$=P$ THEN E$=P$ 
IF J$=F$ AND NOT E$=P$ THEN F$=P$ 
IF J$=G$ AND NOT G$=P$ THEN G$=P$ 
IF J$=H$ AND NOT H$=P$ THEN H$=P$ 
IF J$-I$ AND NOT I$-P$ THEN I$-P$ 
IF А%-В% AND B$-C$ THEN 47g 

ТЕ A$-D$ AND D$=G$ THEN 470 

IF A$-E$ AND E$-I$ THEN 47g 

IF В%-Е% AND E$-H$ THEN 470 

IF C$-F$ AND F$-I$ THEN 47g 

IF D$-E$ AND E$-F$ THEN 47g 

IF G$-E$ AND E$-C$ THEN 47f 

IF G$-H$ AND H$=I$ THEN 47g 

NEXT Q 

GO TO 49g 
PRINT P$;" 
GO TO 5g 
PRINT "T I E" 
REM END 


WON" 


SYNC Magazine 


The Sinclair ZX80 is innovative and powerful. 
Now there's a magazine to help you get 


the most out of it. 


SYNC magazine is different from other 
personal computing magazines. Not just 
different because it is about a unique 
computer, the Sinclair ZX80 (and kit ver- 
sion, the MicroAce). But different be- 
cause of the creative and innovative phi- 
losophy of the editors. 


A Fascinating Computer 


The ZX80 doesn't have memory map- 
ped video. Thus the screen goes blank 
when a key is pressed. To some review- 
ers this is a disadvantage. To our editors 
. this is a challenge. One suggested that 
games could be written to take advan- 
tage of the screen blanking. For exam- 
ple, how about a game where characters 
and graphic symbols move around the 
screen while it is blanked? The object 
would be to crack the secret code gov- 
erning the movements. Voila! A new 
game like Mastermind or Black Box 
uniquely for the ZX80. 

We made some interesting discoveries 
soon after setting up the machine. For 
instance, the CHR$ function is not limit- 
ed to a value between 0 and 255, but 
cycles repeatedly through the code. 
CHR$ (9) and СНВ$ (265) will produce 
identical values. In other words, CHR$ 
operates in a MOD 256 fashion. We 
found that the “=” sign can be used se- 
veral times on a single line, allowing the 
logical evaluation of variables. In the 
Sinclair, LET X=Y=Z=W is a valid ex- 
pression. 

Or consider the TL$ function which 
strips a string of its initial character. At 
first, we wondered what practical value it 
had. Then someone suggested it would 
be perfect for removing the dollar sign 
from numerical inputs. 

Breakthroughs? Hardly. But indicative 
of the hints and kinds you'll find in every 
issue of SYNC. We intend to take the 
Sinclair to its limits and then push be- 
yond, finding new tricks and tips, new 
applications, new ways to do what 
couldn't be done before. SYNC functions 
on many levels, with tutorials for the be- 
ginner and concepts that will keep the 
pros coming back for more. We'll show 


you how to duplicate commands avail- 
able in other Basics. And, perhaps, how 


to do things that can't be done on other 
machines. 

Many computer applications require 
that data be sorted. But did you realize 
there are over ten fundamentally differ- 
ent sorting algorithms? Many people 
settle for a simple bubble sort perhaps 
because it's described in so many pro- 
gramming manuals or because they've 
seen it in another program. However, 
sort routines such as heapsort or Shell- 


_ Metzner are over 100 times as fast as a 


bubble sort and may actually use less 
memory. Sure, 1K of memory isn't a lot 
to work with, but it can be stretched 
much further by using innovative, clever 
coding. You'll find this type of help in 
SYNC. 


Lots of Games and Applications 


Applications and software are the meat 
of SYNC. We recognize that along with 
useful, pragmatic applications, like finan- 
cial analysis and graphing, you'll want 
games that are fun and challenging. In 
the charter issue of SYNC you'll find se- 
veral games. Acey Ducey is a card game 
in which the dealer (the computer) deals 
two cards face up. You then have an op- 
tion to bet depending upon whether you 
feel the next card dealt will have a value 
between the first two. 

In Hurkle, another game in the charter 
issue, you have to find a happy little 
Hurkle who is hiding on a 10 X 10 grid. In 
response to your guesses, the Hurkle 
sends our a clue telling you in which 
direction to look next. 

One of the most ancient forms of arith- 
metical puzzle is called a “boomerang.” 
The oldest recorded example is that set 
down by Nicomachus in his Arithmetica 
around 100 A.D. You'll find a computer 
version of this puzzle in SYNC. 


Hard-Hitting, Objective Evaluations 


By selecting the ZX80 or MicroAce as 
your personal computer you've shown 
that you are an astute buyer looking for 
good performance, an innovative design 
and economical price. However, select- 
ing software will not be easy. That's 
where SYNC comes in. SYNC evaluates 
software packages and other peripherals 


and doesnt just publish manufacturer 
descriptions. We put each package 
through its paces and give you an in- 
depth, objective report of its strengths 
and weaknesses. 

SYNC is a Creative Computing pub- 
lication. Creative Computing is the num- 
ber 1 magazine of software and applica- 
tions with nearly 100,000 circulation. 
The two most popular computer games 
books in the world, Basic Computer 
Games and More Basic Computer 
Games (combined sales over 500,000) 
are published by Creative Computing. 
Creative Computing Software manufac- 
tures over 150 software packages for six 
different personal computers. 

Creative Computing, founded in 1974 
by David Ahl, is a well-established firm 
committed to the future of personal com- 
puting. We expect the Sinclair ZX80 to 
be a highly successful computer and 
correspondingly, SYNC to be a respect- 
ed and successful magazine. 


Order SYNC Today 


To order your subscription to SYNC, in 
the USA send $10 for one year (6 
issues), $18 for two years (12 issues) or 
$24 for three years (18 issues). Send 
order and payment to the address below 
or call MasterCard, Visa or American Ex- 
press orders to our toll-free number. 

Subscriptions in the UK are mailed by 
air and cost £ 10 for one year, £ 18 for 
two years or £ 25 for three years. Send 
order and payment to the UK address 
below. 

Canadian and other foreign surface 
subscriptions cost $15 per year or $27 
for two years and should be sent to the 
USA address. 

We guarantee your satisfaction or we 
will refund your entire subscription price. 


Needless to say, we can't fill up all the 
pages without your help. So send in your 
programs, articles, hints and tips. 
Hemember, illustrations and screen 
photos make a piece much more inter- 
esting. Send in your reviews of peripher- 
als and software too—but be warned: re- 
views must be in-depth and objective. 
We want you to respect what you read on 
the pages of SYNC so be honest and 
forthright in the material you send us. Of 
course we pay for contributions— just 
don't expect to retire on it. 


The exploration has begun. Join us. 


The magazine for Sinclair ZX80 users 


ш == 


39 East Hanover Avenue 
Morris Plains, NJ 07950, USA 
Toll free 800-631-8112 
(In NJ 201-540-0445) 


27 Andrew Close, Stoke Golding 
Nuneaton CV13 6EL, England 


Making Music with the ZX80 


The Sinclair ZX80 comes with no built- 
in sound device, although someday someone 
will undoubtedly devise a gadget for this 
purpose. Until then we can use programs 
to control sounds using the weak AM signal 
coming from the microprocessor. This signal 
was strongest at the high end of the dial. 

The basic theory behind the program is 
the operating system “keeps tabs” on 
the position of every FOR...NEXT loop in 
the program. For example, if you write a 
program similar to the one below, which 
repeats two identical loops indefinitely (or 
until you hit BREAK), you will hear a trill- 
like sound. 


10 LET X 50 

го FOR I = 1 TO X 
20 NEXT I 

40 FUR I = 1 TO X 
«aO NEXT I 


40 G0 TO 20 


34 


Richard Forsen 


The tirst loop generates the higher pitch. 
It is interesting that a loop-within-a-loor 
structure will not produce the same result. 
The variable X represents the length of 
the note. Line 10 can be changed without 
affecting anything else but the duration of 
the tone. The value of 50 makes the tone 
last about one fifth of a second. A larger 
number will increase the length of time 
the note is played. Try changing line 10 to 
“10 INPUT X" and line 60 to ‘60 GOTO 
20,‘ RUN the program, and input thes values: 
1, 2, 5, 8, 15, 25, and 64, BREAKing after 
each entry. Then Add: 


1 RANDOMISE 


по INFUT N 

10 LET X = КМП (М) 
31 FOR I = 1 Ta X 
32 NEXT I 

зз FOR I = 1 TO X 
34 NEXT I 


за FOR I = 1 TO X 
зе NEXT I 
37 FOR I = 1 TO X 
зә NEXT I 


trying the same values. 


ШШ JULIO ULL | 
THU UNA БИ 


= — 


3 a ТЛ» 
2 


И А 22222 Kaeo | 
2 


| hm ти Шү | ) 


s ГІ ІШІП — le 


SYNC Magazine 


Music Making, continued... 0001 DIM L (12) (Duration for each note) 


The program can be typed in quickly 0002 DIM P (12) (Pitch for each note) 


due to the excellent line editor built into 0909 PRINT "HOW МАМУ NOTES?" (Up to 12) 


the ZX80. Enter the first nineteen lines, 2. "add N e notes — N) 

then type 1000 FORI 1 TO Xandhit 22-0 FoR I= i TON elt-explanatory) 

NEWLINE. Then press SHIFT and NEW- jasc рр "НИЕАТТНМ ПЕ NOTE! 

LINE simultaneously. Line 1000 will appear ша ы | DURATION OF NOTE" (1 for whole note, 2 for 1/2 note, 4 for 


below the listing. Next press SHIFT 5, бел мы M quarter note, 8 for eighth note, etc...) 


RUBOUT, 3 and NEWLINE. You have OOS PRINT "(1/":M:")" 
now duplicated line 1000. Do this for соло LET D (1) = 576/M 


everything, and you will save time. 0045 PRINT "PITCH?"; 1 is the highest pitch, 17 is the 1 | 
After you've typed the program, RUN ооо ІМРЫТ РСТ) 2 PS айын ng 
it. First it will ask “HOW MANY МОТЕ$?”. nos cL 


Here you must enter a number from 1 to ооло NEXT I (Ends loop for inputtting data) 
12. More than 12 notes will overload the o500 FOR Е = 4 TO N (Loop for playing tones) 
memory, causing the program to termin- 0510 LET X = ID (Е) (Sets duration) 
ate. QTO GO SUB 970 + P (F) s 30 (Plays actual note) 
The computer will then ask the pitch 0320 NEXT Е (Ends loop) 
and duration of each tone. When asked 0777 GO та Soo (Repeats series of tones indefinitely) 
for the duration, type in the reciprocal of 1090 FOR I = 1 TO X (First of a series of 17 FOR...NEXT sub- 
the actual duration. Forexample:toenter 1010 NEXT I routines that produce 17 different tones. 
a quarter note, enter 4. One problem arises 1020 RETURN They go from highest in pitch to lowest. 


with dotted notes. A dotted eight note 19529 FOR I = 1 ТО X No STOP statement is needed.) 
counts 3/16, and the reciprocal is 16/3. 1940 NEXT I 
Since you can't enter this as a numerical 19-0 RETURN | 
value, you must divide it yourself. Instead 100 FUR I = 1 To X 
of entering 16/3, enter 5. didis Nis d ы, T 

To enter the pitch, type a number e ips TURN | 
between 1 and 17. 1 represents the highest 1100 s : | = 2 A 
pitch, and 17 the lowest. | | 10 RETI IRN 

After you have entered the tune, the 1170 Fn R I= 1 TO X 
computer will play the notes in sequence — 4156 NEXT ZEN 
and then repeat the score continuously. 1140 RETURN 
You can hear the composition by putting 1150 FoR I = To x be apd. тыы 
an AM radio on top of the computer, or 1140 NEXT I 3 PRINT "SPEED": 
vice versa. I found the best signal by putting 1170 RETURN T en ur 


Changes For Sound Effector 


the computer on top of my stereo. 1120 FOR I = 1 TO X AO LOT JL ER = SPECIA 

The changes for two variations arelisted 1190 NEXT 1 
below the main program. Thefirstprogram, 1200 RETURN If you want, you can change line 510 to 
"Sound Effector,” lets you create various 1210 FOR I = 1 Та X LET X=RND(D(F)) to make it sound more 
arcade type sounds. This is the same аз 1==0 NEXT I interesting. 
the original program, except for being able 1:20 RETURN 
to adjust the speed of the oscillations, 1240 FOR I = 1 TŪ X The second program variation, “Compu- 
thereby creating interesting sound effects. 1450 NEXT I | sition," has the computer do the composing. 

1260 RETURN It makes up the pitch, a number between 1 


1270 FOR I = 1 TU X 
1230 NEXT I 
L270 RETURN 


and 17, and the duration is a random 
exponent of two. 


1300 FOR I = 1 To X Changes For Composition 
| 1310 NEAT | 
< 2... 30 LET M = Z ж ж (КМО (6) -1) 
M 1220 RETLIRN „=, р - pa ` 
Ж. 1220 FOR I = 1 TU X su PRINT 1:7.) СПИТЕ) 
» 2 20 LET Р = КАМП (17) 


1340 NEXT I 


7, 1550: БЕТПЕН 55 PRINT P (1) 


| 1 BAD FECR I = i ШЕ X НЕСЕТЕ KT д ke ы 
y 1270 NEXT I 
vit S80 RETURN | | 
1 i290 EOR 1 = 1 тах Line 30 picks a power of 2 between 0 (1) 
1400 NEXT I and 5 (32) 
1410 RETURN Thesix can be replaced by any number up 


1420 FOR I - 1 TO X to 10. 
1430 NEXT 1 
1440 RETURN 
1450 FOR I = 1 TO X | 
14^0 NEXT I 

1470 RETURN 

1420 FOR I = 1 TO X 
1490 NEXT I О 
1500 RETURN 


35 prints duration and which subroutine 
was used is printed in line 55. 


| 
| 


Line 50 picks a pitch for P(I) from 1 to 17. | 


Rich Forsen, 9496 Weston Road, New Hartford, 
NY 13413. 


March/April 1981 35 


The Home Computer Market, 
the ZXSO and the Future 


I would like to describe what Sinclair 
has been doing — what we are doing, and 
what we plan to do. I would also like to 
speculate about what Sinclair and other 
companies in the small computer business 
might be doing 10-15 years from now. We 
are still in a very young business, none of 
us has been around for more than a couple 
of years, and another 10-15 years is going 
to make perhaps more difference than 
any of us realizes. 

Sinclair is a company which has been 
involved in the consumer electronics 
business (calculators, digital watchs, etc.). 
When we were designing calculators, 
particularly programmable and scientific 
calculators, we'd say, “wouldn’t it be terrific 
if we could design a computer that wasn't 
much bigger than a calculator, but would 
be a real computer, programmable in a 
high level language." It seemed as though 
it would be a long time before we could do 
that when we thought of it in 1973-1974. 
Technological advances have made it 
possible much sooner than anyone 
expected. 

We introduced the Sinclair ZX80 in 
Europe in February 1980, and in the U.S. 
in August 1980. We've sold a large number 
of computers. To say that we have been 
successful is an understatement. We are 
still growing very rapidly. We've been selling 
exclusively by mail order and primarily to 
technically-oriented people. We choose 


36 


Nigel Searle 


erpts c of -. а sp st —! given to the 
ur Computer Group of New 
P 1280. 


our markets by the type of magazines we 
advertise in and, although we are beginning 
to advertise in consumer magazines, most 
of our sales have come from technically- 
oriented people. We certainly don't intend 
that that will always be the case. 


The Home Computer Market 


We think that our success has proven 
the home computer market, which people 
talked about four and five years ago. and 
which they became diverted from because 
of the greater profits and the readier market 
in the small business area—that true 
consumer market (personal, home, etc. 
but definitely not small business) — does 
exist. The sales of our ZX80 have shown 
that. At the same time that we are not 
selling a small business computer, neither 
are we selling a home entertainment 
computer. The Sinclair ZX80 is not the 
greatest computer on which to play "Space 
Invaders." We do have such a software 
package coming out, but it doesn't have 
sound or color and its graphics are not 
high resolution. There are other dis- 
advantages from the games and entertain- 
ment point of view which we will come to 
in a moment. 

We are selling a serious computer for 
use in a particular application. Very often 
that application is education— the user's 
own education or his children's education. 


We are selling it to individuals who are 
paying with their own after-tax dollars and 
not with the tax deductible money of a 
business. So we have shown, I think, and 
certainly we have satisfied ourselves, that 
the personal computer market really does 
exist and there is no reason to believe that 
it won't go on growing. We are, of course, 
doing some of the things which we believe 
will help it to grow. 

Perhaps the most amazing thing about 
our success so far —and we have sold literally 
tens of thousands of units, in excess of 
50.000 units world wide —is that this unit 
has an integer-only Basic, has just 1K bytes 
of RAM, has virtually no application 
software, and has no off-the-shelf peripherals 
as of today. Obviously we expect the market 
to grow as we provide those things. The 
highest priorities on our own list, i.e., items 
that will be manufactured by Sinclair, are 
a 16K RAM module, which comes in a 
small case about 2.5" square and plugs in 
to the back of the main board through an 
edge connector. 

Our next add-on option for the unit will 
be an 8K extended Basic, which will no 
longer be integer, but will be a fully floating- 
point Basic with multi-dimensional arrays, 
powerful string handling capabilities and 
a whole host of other features. I dont 
think it is an exaggeration to say that just 
as our 4K integer Basic is considerably 
more powerful than Radio Shack's Level I 


SYNC Magazine 


Basic, so our 8K Basic will be considerably 
more powerful than Radio Shack's Level 
II Basic and, indeed, more powerful than 
Microsoft's 8K Basic. We are also working 
hard to produce exciting applications 
software. 

Consider VisiCalc. It stands almost all 
alone as a software package, it is so good 
that people buy computers just to use 
VisiCalc and never use their computer for 
anything else. It may be that VisiCalc is 
the only software package that justifies 
the $1000-$2000 expenditure to buy an 
Apple, Atari, Commodore or whatever. 

We envisage that there will be a lot of 
software packages that are to the ZX80 
what VisiCalc has been to those larger 
computers. Our software packages will 
certainly be very powerful, but it doesn't 
take as much to persuade someone that it 
is worth going out and spending a couple 
of hundred dollars to be able to use a 
particular package. We have some software 
packages, which are scheduled to be 
released soon that I think are going to be 
as well known a year from now as VisiCalc 
is. 


Not only has Sinclair satisfied itself that 
there exists a huge consumer market, but 
other people also have been persuaded 
that there is a large market. Consequently, 
Sinclair is not the only company that is 
working to support the basic product. In 
addition support provided by publications 
such as SYNC magazine, there are at least 
three independent companies that are far 
advanced in their plans to manufacture 
and market hardware and peripherals for 
the ZX80, including a general purpose 
interface which will include ап RS-232 
and also support disk drives. There are 
numerous companies developing software 
and printed materials. Image Computer 
Products is the semi-official software 
supplier in the U.S. for the ZX80. While 
most of the programs in their current 
catalog, because they are designed to run 
on the basic 1K machine, are certainly no 
great advance on anything you have seen 
before, Image is working hard on more 
advanced, complex programs which will 
be available as soon as the larger memory 
and extended Basic are available. 


March/April 1981 


ZX80 Features 


Some of the features of our machine 
that make it appealing to the first time 
user include the following: 

Any line of Basic or command at the 
system level that you enter to the machine 
will appear at the bottom of the screen. 
When you enter a line into the program it 
will go to the top of the screen. The cursor 
originally appears as a "K." for "keyword." 
a Basic command word. As long as you 
only enter digits they will be entered and 
the cursor will move along and remain in 
the “К” mode. As long as the cursor is in 
the "K" mode you can enter at asingle key 
stroke any of the Basic command words 
that are available. It will be entered and 
appear in its full format as a result of a 
single key stroke. So without the use of a 
shift key or anything else you can hit a 
single key and get "SPACE PRINT 


This feature eliminates a great deal of 
typing and is extremely convenient when 
you get used to it. More importantly, the 
ease of input is mirrored by the simplicity 
and economy of storage, because the seven 
characters involved in "SPACE PRINT 
SPACE" are stored internally as a single 
byte. Offering a machine with only 1K 
bytes of user memory, we had to,be very 
mean in our use of memory and thus we 
have employed a number of tricks, or data 
compression techniques, to minimize the 
amount of memory the program storage 
takes. 

The 1К bytes of user memory are 
dynamically allocated between program 
storage, working space and display. There 
is no separate video circuitry in the machine. 
As you get close to your memory limit 
with a program being stored, you have a 
decreasing amount of memory available 
for the storage of the information which is 
to be displayed to the screen. You then 
have tolook at the results of your program 
in chunks. It will display as much as it 
can —usually a full screen, but sometimes 
3/4 full—and then you have to continue 
execution to see the remaining results. 
Obviously with a 16K memory it is going 
to be relatively rare that you would run 
into that constraint. The boundaries in 
the memory are not fixed; there is no 
memory mapping. 

If you enter a character such as + (plus) 
and say PRINT +, the machine recognizes 


that that is syntactically incorrect. That is 
not a meaningful statement in the Basic 
language. There is no way that a PRINT 
-Fcan ever be continued in such a way as 
make it a statement, therefore the 
machine, indicates with the symbol ''S" a 
syntax error. By its position it tells you 
where the error is located and, thus you 
must make a change at the point 
indicated before the line will be accepted 
into a program. 

If you are a beginner learning to program, 
you won't have the frustration of entering 
a large program only to find at run time 
that you have put a comma at every place 
you wanted a semi-colon or that you misused 
some other feature of the language. You 
will be made aware of any syntax error in 
your program before you can complete 
that line of the program. 

One of the disadvantages of the machine 
which makes it unsuited for games appli- 
cations is that the microprocessor drives 
the display. Consequently, when it is 
computing it isn't displaying and when it is 
displaying it isn't computing. When you 
tell it to EXECUTE a program, it goes 
ahead and EXECUTES the program and 


when it is finished it displays the results. It 
tells you at the bottom where the execution 
terminated and what the termination 
condition was. Because we never allow a 
program to be entered with syntax errors 
in it, the termination errors are few. 

After manufacturing was started, some 
of our workers decided to make the ZX80 
compute and display at the same time. 
They were successful, and there will in 
some future version of the ZX80 be the 
facility to compute and display. Some people 
have already written machine code routines 
which enable the existing machine to display 
and compute. It is programmable in Z80 
machine code but there is not an assembler 
available at the present time. There are 
PEEK and POKE commands and you must 
enter the machine code instructions one 
ata time with a POKE command. You сап 
then call and execute them with a USR 
command. 


Future Speculations 


I would like to take the opportunity 
now to speculate. I am going to present 
some fantasy rather than fact, but I believe 


37 


Computer Market, continued... 


that it is in the nature of most science 
fiction — fiction that will come true. 

I think we are going to see the develop- 
ment of at least three different types of 
what have hitherto been known as personal 
computers, to serve the needs of three 
distinct markets. One of those markets 
will be the small business market; one will 
be the educational market; and the third 
(of which the ZX80 is perhaps the first) 
will be a market for truly personal consumer- 
oriented computers. 

Within each of these markets, let's 
consider three elements of computer system 
design. In particular, what will be the 
primary means of input to a personal 
computer? What will be the primary method 
of data and program storage? What will be 
the primary means of output? 


Future Types of Input 


Each of the three markets— business, 
education and personal—have different 
needs in each of those areas. If one allows 
one's imagination to run wild it would seem 
that the most convenient method of input 
for a personal computer would be to 
communicate with it the way we com- 
municate with anything else that we think 
is intelligent, the way we communicate 
with other human beings. That is, we should 
be able to speak to it and have it understand 
us in a fairly free format manner. 

Obviously, a lot of people have thought 
about that and some people have done 
something about it. In fact, one company 
sells a voice input peripheral for less than 
$120 and is going make a version of it for 
the ZX80. At this stage, it’s capability is 
limited to a small number of commands 
that you have to speak fairly consistently 
in order that it will understand. I have no 
doubt that speech input will be the primary 
method, if not in the next 10 years then in 
the decade following, for the personal/ 
consumer computer. 

When you come to the business com- 
puter, I think the keyboard is going to 
remain the dominant method of entry. 
Business has a huge pool of people who 
are used to using keyboards, who can use 
them very effectively, and will continue to 
do so. The typical business executive is 


38 


not going to be interested in learning to 
use a keyboard any more than he or she 
has been interested in learning how to use 
a typewriter, a copying machine, or any 
other piece of equipment in his or her 
office. The business executive is not even 
going to be interested in learning how to 
talk toit. It will always be easier for him to 
buzz his or her secretary on the intercom 
and say "Do this or that on your computer 
or computer terminal." It is going to be 
easier for him or her to get something 
done than to do it for himself. Consequently, 
I think the primary method of input for 
small computers in business is going to be 
via a typewriter keyboard by exactly the 
same people who use keyboards now in 
business. 

On the other hand, the educational 
market has, at a certain level, a requirement 
for input that isn't served by either voice 
or keyboard input. I’m thinking of the 
young child for whom I think the personal 
computer is going to be a large part of his 
or her life and education. Clearly that 
child is not going to be able to use a keyboard 
with facility, nor is the child readily going 
to be able to learn to speak to the computer 
ina way that the computer will understand. 
In fact, one reason that child will use the 
computer for education is that he or she 
cannot do those things with facility. I think 
the primary method of input for the home 
education market is going to be a touch 
sensitive screen. 


So we have for the three main market 
areas three methods of input: speech for 
the consumer computer, keyboard for the 
business computer and touch video for 
the educational market. I don't want to 
suggest that these are the only methods of 
input that are going to exist or that they 
are the only ones that are going to exist in 
those markets, but I think they are the 
primary ones. 


Memory and Data Storage 


Just as we have found out that the disk is 
more convenient than cassettes, I think 
we will find that bubble memory or some- 
thing of equivalent capacity, convenience, 
speed and low potential cost will be far 
superior to any medium such as disk, stringy 
floppy or cassette where you have one 
device that reads and writes the data and 
another medium on which you store the 


data. For both the consumer and business 
markets, I feel the primary method of data 
storage is going to be bubble memory or 
its equivalent if it is overtaken by some 
other technology with similar but improved 
characteristics. | 

In the educational market there may be 
a need for something that will look very 
much like a video disk. There seems to be 
a demand for a large quantity of data in 
excess of what can be stored within any 
affordable amount of bubble memory. The 
same programs which teach a child a given 
discipline in 1990 will probably be perfectly 
adequate in 1995. So there is a demand for 
a huge amount of data that does not change. 
I think that the video disk or something 
very similar to it is going to meet that 
need. 

In the business and consumer markets 
there will be a heavy dependence upon 
remote data banks, with software programs 
and data being down loaded from a larger 
system at high speed over a telephone 
line. I foresee problems with being in 
constant communication with a remote 
data bank, but I feel the down-load mode 
is going to be extremely important. It also 
solves what otherwise will become a major 
problem of piracy of both software and 
data. It will be cheaper for a one-time 
download than to make a copy and have a 
means of storing that data or software. 


Output in the Future 


For the consumer computer I have no 
doubt that the primary form of output is 
going to be video. It has the huge advantage 
that most of us can and still will be able in 
20-30 years time to read. We can take ina 
lot of data at once, far more than we can 
hear. We can see far more at a glance on a 
screen. The screen need not be large as 
long as the resolution is there, a screen of 
2"diagonalis more than sufficient to present 
the information that most of us would 
require. We can look at a 2" screen with 
sufficient resolution and see what we want 
as readily as we can look at a 2”photograph 
or read that area on the page of a telephone 
book. 


In the educational area video is not so 
useful. Although I have suggested a touch 
sensitive screen, probably more important 
to the educational market for the child is 
sound output. A child will respond to sound 


SYNC Magazine 


better than to video. It will capture his 
attention when his attention might have 
wandered from the screen. It will convey 
information to the child which cannot be 
given visually because the child can under- 
stand the spoken word but can't read with 
great facility. Indeed the computer might 
be doing the job of teaching the child to 
read. 

In the business market, I forsee primarily 
printed output. Again, there will be a screen 
on the small business computer or office 
terminal. But for the same reasons I cited 
before, when a business executive wants 
to see last week's or yesterday's or the last 
hour's sales figures, he or she will push a 
button and say, "Get me the sales figures." 
The screen and the keyboard will be outside 
the executive's office. Somebody will key 
in the information necessary to get the 
required data, and that data will come out 
on a sheet of paper, which can be handed 
to the boss. That is the way business 
executives deal with information —on paper. 
I think there will be a major problem getting 
them to deal with it on a screen. 


That is not vastly different from the way in 
which computers are being used today in 
schools, although the system I am speaking 
about will be widely used in homes. How- 
ever, while I say the system will not look 
that much different from the ones in use 
today, it will be vastly more powerful and 
less expensive. 

Itisin the personal area, in which I have 
suggested that the ZX80 may be the first 
computer, that I see the greatest change. І 
have suggested that the computer will have 
speech input and video output, for which 
а 2-3” diagonal screen will be quite sufficient. 
The memory will be of a bubble type that 
will be extremely compact and in which 
we will see the same type of advances that 
we have seen in semi-conductor memory 
over the last 15-20 years. The only other 
thing that will be needed is some means of 
connecting this computer to a telephone 
line so that you will be able to get data 
down-loaded from a large computer. Just 
as calculators took 10 years to get to their 
present size, so personal computers will 
be the size of the calculators of 10 years 
ago. And they will incredibly inexpensive. 


In the business market I see something 
that is going to be operated by the people 
who today operate typewriters. It will look 
exactly like a typewriter with the addition 
of a screen. It is going to look like one of 
today's word processors. It will have a 
keyboard to key in information and a very 
extensive solid state memory of its own. It 
will be connected remotely to larger 
computers and will have printed paper 
output. It will also have a screen for editing, 
word processing etc., but that will not be 
the primary method of output. Strangely 
enough, I don't see, in the one area that 
has already adopted small computers, a 
great deal of change. 


In Summary 


In education, I see a computer with a 
screen that will serve as an input device 
almost as much as an output device with a 
heavy dependence on sound output. It 
will probably have some voice input, 
depending on the age of the child and, in 
many instances something equivalent to a 
video disk that has the lessons—in David 
АҺ words, the “courseware” —on the disk. 


March/April 1981 


Ubiquitous and Essential 


However, what will be expensive is the 
capability to utilize the power that will be 
put in your hands, and I think that will 
create a major social change. Not because 
there will one group of people who can 
afford the "credit card computer" and 
another group that can't: the question is 
who will choose to use it? Who will have 
the imagination and the basic education 
to use it? Maybe with the use of computers 
in education everybody will, but initially I 
think there will be a two groups of people 
that have been described by someone else 
in contrast to the haves and the have nots. 
These will be the “knows” and the "know 
nots." There will be some people who will 
know how to gain access to and manipulate 
for their own advantage just about any 
piece of information they can possibly wish 
to have. The "credit card computer" will 
revolutionize the way you do your job and 
the way you live your life. This card will 
replace all the others. It will be your 
electronic funds transfer card; it will be 
your personal ID; it will be everything. It 
will be so important to you that if you use 


it and integrate it into your life, you would 
no more go out of your house or indeed be 
anywhere in your house without your card, 
than you would without your clothes. About 
the only place you won't have it with you 
is in the shower. 

I hesitate, but only momentarily, to go 
one step further and suggest that instead 
of looking 15 years ahead we double the 
period and look 30 years ahead. You may 
have the opportunity in 30-40 years time 
literally to insure that you will no go 
anywhere without your computer because 
it will be inside your body. Of course that 
will require that it be interfaced with your 
brain so that all you have to do is think 
that you would like to know the contents 
of page 73, volume 21, of The Encyclopedia 
Britannica, and no sooner will you have 
thought it than you will see it. That I 
believe is not impossible. I am not sure 
that it isn’t dangerous. I know what is 
dangerous, and that is to think that it is not 
possible, if indeed it is going to happen. 
That is really dangerous. So whether we 
like it or not, whether we are scared by it 


or not, it is something that we need to 


think about. O 


Blank Cassettes 


The quality of cassette tape used to 
save and load programs is an important 
factor in getting the programs to run. 
Tape quality for computers is measured 
differently from quality for audio tape. 
The tape must be capable of sending to 
the computer the electronic signals of 
the program without transmitting extra- 
neous noises that could interfere with the 
ability of the computer to load the tape. 

Our blank cassettes are tested and 
recommended for computer use. C-10 
cassette, 5 min. per side, blank label on 
each side in a Norelco hard plastic box. 
[0010] $1.25 each. 


Head Cleaner 


After hours of use, the read/write head in 
a cassette recorder will pick up minute 
particles of tape oxide. This dirt will hardly 
be noticable in dictation or music. But it is 
very noticable in computer use. One dropped 
bit in 16,000, and the program won't load. 

Help keep your recorder in top shape 
with our non-abrasive head cleaner. It consists 
of 18 inches of stiff cleansing fabric in a 
standard cassette sheii. One 10-second pass 
every 40 hours of use will keep your heads 
as good as new. [0011] $2.00. Send pay- 
ment plus $1.00 Shipping per order to: 


Peripherals Plus 


39 East Hanover Avenue 
Morris Plains, NJ 07950 


39 


puzzles S problems 


“1, Merlin, challenge the readers of SYNC to a battle of wits. Every issue I shall propound a series of 
problems for you to solve. They will vary in complexity and category and should prove an interesting 
diversion between articles. I also welcome contributions from our readers. If you have a favorite puzzle you 
feel will be of interest to us send it in. If I use it I shall send you a copy of one of my famous MERLIN'S 
PUZZLER books. 

“And now to work! Our first puzzle is called... 


THE — JACK PUZZLE 


his is a great old puzzle. Draw upa 
М rough board like the one shown at 
УЙ ( the right. Place a checker in every 
|| square that has a letter in it. Your 
ШІ problem is, starting with the 
| checker in the square marked “1”, to 
remove all of the checkers from the 
board, save one, and have this last 
checker end up where you started in 
square one. You can jump one 
checker over another checker in any direction, side- 
ways, up and down, or diagonally. Whenever you 
jump over a checker you must remove it from the 
board. However, as in checkers, the square beyond 
the checker you are jumping over must be empty. A 
continuous series of jumps, using one checker, will be 
considered to be one move. You must solve the puzzle 
in just four moves. On your mark, get set, start 
jumping! 


ээ 


THE BARREL PUZZLE 


OW, this puzzle should prove to be “barrels of fun” for all of you! Printed on the three 
barrels pictured below are the numbers “1,” *6" and “3.” Can you rearrange these barrels so 
that you have a 3 digit number that can be evenly divided by seven? The answer is quite 


ingenious. 
| 1) (9) (5) 


THE GOLDEN HELMET PROBLEM 


he management at the Peabody Helmet Company 
/ discovered that one of the ten artisans that make their 
/ line of solid gold helmets has been cheating them. It has 
been determined that one of the men has been using 
one ounce less gold per helmet than required, and, he 
has been keeping this ounce of gold for his own use. 
Mr. Peabody, a man who is always in a hurry, has 
decided that he can determine who the thief is with just one weighing 
on the large company scales. One thing should be pointed out, each 
artisan stamps his initials inside each helmet that he crafts. Now, how 


THE DOUBLE HORNED ZAT PUZZLE 


could he find out, with just one weighing, who the guilty party is? 
Y ur last puzzle comes from the book "Merlin's Puzzler 2" and is called The 
(e) Double Horned Zat Puzzle. (See the drawing at the left). Merlin claimed that 
C ре is a very powerful magical sign and is useful in warding off pests, the 
humors, and bill collectors. To generate the maximum amount of magical power you 
must draw the sign using one continuous line. Also, no part of the line may cross over 
any other part of the line. 
Now, practice well, you never know when a good hex sign will be needed. 


Answers on page 44. 
I hope that you enjoyed Merlin’s puzzles. Now. don't forget, if Your editor, 


you would like to try and stump our readers with one of your own p ptt 
puzzles, just send it along. If Merlin uses it he will send you a copy of ZZ А Ж bu 
one of his books that deal with puzzles, games and magic. 
So long until next time... Charles Barry Townsend 


40 SYNC Magazine 


Problems for 
Computer Solution 


Here are 90 problems with a thorough 
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Eleven types of problems are included, 
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The teacher's edition contains solu- 
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sample run and in-depth analysis ex- 
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Katie and the 
Computer 


Fred D'Ignazio and Stan Gilliam. This 
is a delightful story told in words and full 
color drawings of Katie's adventures 
when she "falls" into a computer. In 
Katie's journey through the land of 
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even a ferocious Program Bug. Her 
journey parallels the path of a simple 
command through he stages of pro- 
cessing in a computer, thus explaining 
the fundamentals of computer operation 
to 4-10 year olds. Supplemental explan- 
atory information is contained in the 
front and back end papers. 42 pp. 
hardbound $6.95. (12A) 


LN 


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Reviews 


Jonathan A. Stein 


7Х80 Programs 


ZX8&0 Programs, Volume 1 edited by 
Chris Denning; published by Zipprint, 418 
Poole Road, Parkstone, Poole, Dorset BH12 
1DF, England. 82 pages, paperback. £5.25 
in the U.K.; $13.00 in the United States. 

Although intended for all ZX80 users, 
this book is aimed especially at people wih 
little prior computer experience. The book 
contains twenty programs, of which nine 
are "practical" programs for business and 
home, three are for educational purposes, 
and eight are games. 

Stock List, one of the utility programs, 
is intended for keeping an inventory of 
your stocks. Although the program will 
only hold thirty entries, this problem can 
be bypassed by storing several copies on 
cassettes. 

The next utility program, Wavelength/ 
Frequency Conversion, converts wave- 
length measurements from kiloherz to 
meters, and vice versa. This function may 
be useful for people in The United Kingdom 
to convert radio station dial locations from 
meters to kiloherz, in which imported radios 
are calibrated. 

The VAT Calculator program was 
intended to calculate the 15% sales tax 
found in The United Kingdom, although 
any tax rate may be entered. This program 
determines the amount of tax paid, when 
only the final total is known; it does not 
calculate the tax to be paid on the original 
purchase price. 

The educational programs are Basic 
Maths (Add/Subtract) and Basic Maths 


(Mulitiply/Divide). Both present drill and 
practice excercises, offering three levels 
of difficulty, as well as *emergency" features 
which provide the answer if the student 
cannot solve the problem. The two math 
programs share many of the same lines, 
making it possible to avoid much of the 
tedious process if the first program has 
already been saved. 

Prime Number Tester,is an educational 
tool to allow to the user to determine 
whether or not a number is prime. 

The game, Brain Teaser, is a pattern 
matching game, similar to the hand held 
electronic games, Simon or Einstein, in 
which the player must duplicate a pattern. 
In Brain Teaser the pattern is a series of 
twenty numbers, presented individually, 
with two levels of difficulty. When the 
game is concluded, either by an incorrect 
entry, or by successfully duplicating the 
series, the program posts the score out of 
the possible twenty correct turns. 

The next program, One Arm Bandit 
simulates the operation of a slot machine. 
For each turn the player is charged 5p, 
and may win from 10p to 70p depending 
on his luck. By changing lines 90 through 
120, the program may be altered to suit 
other forms of currency. 

Some of the utility and educational 
programs in ZX 80 Programs, Volume 1 
are worth while and several of the game 
programs are quite good. Unfortunately, 
the typewritten copy and hand scrawled 
programs make it difficult to read. Г] 


ZX80 
Pocket Book 


The ZX80 Pocket Book) by Trevor 
Toms; Phipps Associates, 3 Downs 
Avenue, Epsom, Surrey. KT18 5HQ, 
England. 109 pages, spiral bound. 4.95. 

The ZX80 Pocket Book differs from 
other books about the ZX80 because it is 
aimed at the experienced programmer. 

The book begins with a review of the 
Sinclair Basic, which unlike the sections 
in other ZX80 books, merely highlights 
this material from the original manual, 
instead of repeating it at length. 

The section on programming is parti- 
cularly valuable because it offers simple 
tips on how to become a better program- 
mer, as well as suggestions on how to 
better use many Z X80 features. This sec- 
tion is not a how-to programming 
manual, but is a well presented chapter 
on improving programming technique. 

The chapter, "Program Storage and 
Retrieval," offers useful instructions on 
how to safely save programs on cassette. 
The tips presented are both those of the 
author and Sinclair. 

Section 5, "Data File Storage and 
Retrieval,” discusses how to preserve 
both data and programs without using 
the DATA statment present in other 
Basics. The authors suggest saving impor- 
tant files in triplicate to ensure that the 
information will not be accidentally 
erased. 

The ZX80 Pocket Book also contains 
thirteen programs, including a Machine 
Code Conversion and a Share Valuation 
program which keeps track of shares of 
stock and the price at which they were 
purchased. This latter program requires 
3K of RAM. 

The final full section of the book pre- 
sents all the ZX80 Basic commands and 
explains how they are used. Examples are 
offered, so one may easily see what these 
commands are intended to do. 

The ZX80 Pocket Book ends with five 
appendices for the instruction set, the 
ZX80 Character set, graphics, error 
codes, and a command summary. 

Phipps Associates has succeeded in 
giving the ZX80 community a useful, 
attractive volume at a moderate price. (0 


SYNC Magazine 


The ZX80 Magic Book—A Review 


Jonathan A. Stein 


The ZX-80 Magic Book is published by 
Timedata Limited, 57  Swallowdale, 
Basildon, Essex, England. 60 pages, soft- 
bound, £4.75. | 

This book offers both programs and 
instructions on how to make better use of 
this popular computer. The second half 
of the book contains material which 
helps one to understand how the ZX-80 
works. 

The text explains how to create and 
debug programs, how to convert from 
other Basics, and includes such informa- 
tion as instructions for improving the 
television picture, how to connect a 
video monitor in place of a television set, 
and other useful technical information. 

The twenty-one programs include 
Russian Roulette, which I hope no one 
takes too seriously; Moon Lander, a ver- 
sion of Lunar Lander, which is quite a 
difficult game; and a 2K version of 
Hammurabi, which is one of the best ZX- 
80 games I have played. This well known 
computer game was the subject of the 
SYNC Challenge last issue. As the ruler 
of ancient Sumeria, you must make all 
vital decisions on how to run the city, 
such as: how much grain is allocated for 
food and seed, how much land is traded 
for grain, and vice versa. On each turn 
you are told how much land and grain the 
city has and how the population fared 
from your previous decisions. If you 
calculate carefully, the population 
increases, and the area of the city grows. 
If not, people starve and the city loses 
land. 

The other games are a mixed lot — 
some good, some not as good. A few non- 
game programs are also included such as 
Sums Tester and More Sums. The ZX- 
80 Magic Book should be a useful addi- 
tion to most ZX-80 libraries, particularly 
for its technical sections. О 


í T 


ZN 


March/April 1981 


А Review 


and Breakout 


The shared use of the microprocessor 
chip in the ZX-80 for computation and 
screen display makes continuous graphics 
difficult. The screen flashes whenever you 
input information, an effect that may be 
considered undesirable in a game. 


The Amazing Active Display is a hybrid 
program containing machine language in 
a Basic program. The machine language 
routine allows a continuous display on the 
screen. In the program, a machine language 
program, stored as hexadecimal code, is 
converted into decimal numbers and 
POKEd into the computer's memory. The 
machine code includes calls to several ROM 
routines, but bypasses the blanking of the 
screen. 

This program is intended for use in your 
own application programs, for uses such 
as animated graphics, games requiring 
updates to the screen, instrumentation, 
and debugging. You can provide a program- 
mable pause in a Basic program with a 
screen display. 


The Amazing Active Display 


Joseph Sutton 


% 4% dy 
ME A y у 
ШТ we 11 Pais А № 


“4, ag ~ 


Breakout is a ga rogram using the 
Amazing Active Display, and shows what 
can be done with the program. It also 
comes as a Basic program with the display 
routine listed as Hex characters. 

With real time action and challenge, 
Breakout is one of the best games yet 
available for the ZX-80. There is a continu- 
ous display at the top of the screen of a 
wall of blocks, and a graphics block 
bouncing up and down with a smooth 
continuous motion. The player must move 
a paddle at the bottom of the screen using 
the arrow keys (5 and 8). Each time the 
moving ball hits a block at the top of the 
screen, that block is removed. If you miss 
the ball with the paddle, you lose it. Once 
you manage to clear all the blocks off the 
screen, the ball bounces aimlessly around. 
There is no victory routine. 


stop the game is to unplug the 
computer. The Break key does not function. 
The instructions are quite minimal, and it 
may be difficult to understand the program 
well enough to use it in your own pro- 
grams. 

We like both programs, and enjoyed 
playing with them. 
The Amazing Active Display ($20/£10) 
Breakout ($20/£10) 


K. MacDonald 

26 Spiers Close 

Knowle, Solihull West Midlands, B93 9ES 
Great Britain 


Joseph Sutton, 170 S. Hillside Ave., Succasunna, 


NJ 07876. 


puzzles № problems answers) 


The Jumping Jack Puzzle: Jump / over M, N, F, 
D, C, A, B, G, O, Q, Pand K. Next play L over 
H. Then play J over E and L. Your last play is 
I over J. (If you have any trouble following the 
answer place “letters” оп top of the checkers to 
make it easier to follow). 


44 


The Golden Helmet Problem: Mr. Peabody 
would take | helmet from worker A, 2 helmets 
from worker В, 3 helmets from worker C, and 
so on. He would then put all 55 helmets onto the 
scales. If the total weight of the helmets was 1 
ounce less than the weight of 55 helmets should 
be than worker А would be the guilty party. If 
the weight was out by 2 ounces then the thief 
would be worker B, etc. 


The Barrel Puzzle: Turn the six upside down. 
You now have a 9. The number we want is 931. 


The Double Horned Zat Puzzle: 


SYNC Magazine 


The ZX80 Companion —A Review 


Jonathan A. Stein 


The 27Х80 Companion, by Bob 
Maunder, Terry Trotter, and Ian Logan; 
Linsac, 68 Barker Road, Middlebrough 
TSS 5ES, England, 128 pages, softbound, 
£10. Available in The United States 
through Image Computer Products, 615 
Academy Drive, Northbrook, Illinois 
60062, $19.95. 


This book is designed to supplement 
the original ZX-80 manual. It includes 
tips on the operation, assembly, and pro- 
gramming of the ZX80 for maximum 
effectiveness. Although the original 
manual is useful, and gives a beginner 
clear, concise directions on the operation 
and programming of the computer, The 
ZXó0 Companion continues beyond the 
offerings of that manual. 

The book is divided into six chapters, 
and has two appendices. Chapter One, 
“Operating the Z X80," has five sections, 
explaining basic operating procedure for 
The ZX80. This section contains many of 
the tips contained within the authorized 
manual, although there are hints not 
found in the Sinclair booklet. 


March/April 1981 


The second chapter, entitled “Theory 
of Computers," is especially useful for 
computer novices, since it explains what 
computers do and how they function. 
This portion of the book also examines 
computer languages, and the compo- 
nents of a computer system. 


Chapter three, ^ZX80 Basic,” explains 
the particular language of this computer, 
and focuses on the individual functions 
and how they are used. This section 
includes the sub-headings: Assignments 
and Calculations, Input and Output, Con- 
ditional and Unconditional Jumps and 
Loops, Arrays, Character Handling, and 
Machine Code. 


The fourth chapter, "The 7Х80 
Monitor," looks at the monitor, and 
explains PEEKing. POKEing. and sub- 
routines. It also contains sub-routine 
memory maps and monitor maps, as well 
as a cursor table and a discussion of 
ZX80 machine language. This portion of 
the book will be particularly helpful for 
the serious programmer. 


Chapter five offers assistance in con- 
structing the ZX80 kit, which is available 
in the UK, although some of the advice 
may apply to the construction of the 
MicroAce. The authors have presented 
some suggestions which augment the 
factory manual. 

The final chapter of The 7Х80 
Companion contains programs from the 
Linsac tape collection. These programs 
are generally good, with The Maze game 
being one of my favorites. The Spelling 
Quiz program will be quite useful as a 
study aid for small children. 

The final pages of the book contain 
two appendices, which include a compar- 
ison of Z80 instruction codes and the 
Z X80 character set, and a preview of the 
original Sinclair 8K ROM. 

The ZX80 Companion will make a use- 
ful addition to most 7Х80 libraries. 
There is much helpful and informative 
material in the volume, although some 
material covered in the owner's manual is 
repeated. As useful as it is, the price 
seems high when one considers the 
undistinguished printing and binding. 0 


45 


Disassembled Basic, Linsac, 68 Barker 
Road, Middlebrough TS5 5ES, England. 
48 pages, paperback. 

Linsac has published a disassembled 
listing of the Sinclair Basic. What, you 
may ask, is a disassembly? Well, wben 
machine language is placed in memory, 
either in RAM or ROM, it is stored as 
numbers. These numbers represent 
machine-language instructions, called 
“mneumonics’ since they are abbreviated 
versions of the command. For example, 
an increment instruction is represent as 
INC. When a programmer enters a program 
using these or op codes, an assembler is 
used to turn the commands into numbers. 
A disassembler reverses the process, turning 
the numbers into lines of code so humans 
can understand it. 

A few lines of disassembled code look 
like this: 


loaded. Loading a register with a value 
from a memory location requires three 
bytes, one for the load command and two 
for the value of the location. The third 
column is for labels. In this case, the labels 
used are just the locations of the commands 
prefaced by an L (labels must start with a 
letter, though they can contain numbers). 
There are two uses of labels. First, when 
assembling the code, you can refer to the 
label instead of the location. Thus, if you 
have a segment of code that multiplies 
two numbers, you could label it MULT. 
When you wanted to jump to that code, 
you could say JP (for jump) MULT. When 
the program is assembled, the correct value 
for MULT will be inserted. 

The other use for labels is to make the 
code easier to read. When you are scanning 
a disassembly and see MULT, you know 
you have found the multiplication routine. 


O7BE 2E LO/BE DEL HL. ЖЖІМТЕЕКРБЕТЕКЖЖ 

О?ЕҒ 222640 LD (1.4026) „НЫ. SDAVE FROG ADDRESS 
Q7C2 210000 „р Н, LOOO s ZERO НІ 

O7CS OQ NOF + AND “МЕЦ” CODE 

O7C& 221240 L.D (1.40190 a HL ; ZERO POINTER 

O7C9 211940 LU HL.,L.4019 ;FOINT TO SYNTAX FLAGS 
O7CC CR6E БІТ a CHL) TEST IMMEDIATE FLAG 
OZLE 2807 JR Lg lLti7 D7 r JUME IF IMMEDIATE 


The first column contains the memory 
locations of the code. In this example, the 
code starts at hex address 7BE. The next 
column shows the hex value or values for 
the command. Commands require from 
one to three bytes, depending on how much 
information is required. For instance, 
decrementing a register requires only one 
byte. Loading a single register with a number 
would require two bytes, one for the 
command and one for the number to be 


46 


Unfortunately, the Linsac disassembly 
doesn’t use this kind of label, making the 
listing harder to decipher. The label LO7BE 
tells us that the line is at 7BE, but doesn’t 
give us any useful information. 

The fourth column contains the mneu- 
monics, followed by any values used by 
the commands. The final column contains 
comments, making up in part for the lack 
of meaningful labels. The comments help, 
but they are vague in places. 


David Lubar 


Stepping through the code, the first 
command decrements a pair of 7-80 regis- 
ters called H and L. Next, the value in 
these registers is stored in memory. The 
HL registers are loaded again, this time 
with values from another area of memory. 
The NOP command stands for “no opera- 
tion.” Possibly, this byte was left open for 
future changes in the code, or was created 
by an earlier change in the code. The 
comment isn’t clear. The next two com- 
mands again place the register values in 
memory and reload the registers. The BIT 
command tests a value stored in location 5 
to see whether the command is from a 
program or from the immediate mode. If 
the command is immediate, the zero flag 
is set. The next line jumps to 7D7 if the 
zero condition is met. Otherwise, the 
program falls through to the next line (not 
listed here). 

With a disassembled copy of Sinclair 
Basic in hand, an experienced programmer 
can work wonders. He can access any of 
the Basic functions through calls to the 
monitor, using the USR function. Even 
more powerful is the potential to use the 
Basic subroutines from machine language 
programs. There is no need to write your 
own PRINT subroutine when you can go 
through one that already exists in the 
monitor. In essence, the disassembly puts 
the full power of Basic at the programmer's 
disposal, even when he is writing programs 
in machine language. 

The listing comes fully commented, with 
asterisks marking the function of each 
subroutine, such as *LIST*, and *PRINT 
CHARACTER*. As mentioned earlier, 
there are places where the comments could 
be clearer. The printout is a Xeroxed copy 
of a dot-matrix listing, but itis legible. The 
listing, including a table of referenced lines, 
is 48 pages long. 

Besides being a good tool for program- 
mers, this book could also be used by 
someone who is learning Z-80 code. By 
seeing how the commands are used, and 
what the results are, you can gain an 
understanding of this machine language. 


SYNC Magazine 


This section is intended to preview the 
peripherals and accessories that will be 
available for the ZX80. Readers are encour- 


Product Preview = 


aged to submit reviews of products men- = 


tioned here. 

CAI Instruments of Midland, Michigan 
is developing a series of interfaces for the 
Sinclair ZX80. The company has announced 
a PC board which will plug into the ZX80 
expansion port, in front of the 16K RAM 
module. This peripheral will work with a 
printer and includes an improved interface 
for storing programs on tape. The basic 
package includes the board, printer and 
tape recorder, and will sell for approximately 
$200. Other packages will be available with 
varying qualities of printers and recorders. 
One system, containing a printer, the board, 
and a high quality tape system will cost 
less than $350. CAI is also working on a 
full size plug-in keyboard for under $50. 
The company also has interfaces to work 
with floppy disks. CAI Instruments, 2559 
Arbutus Court, Midland, MI 48640. 


NOW APPEARING 


Innovision of Los Altos, California is 
devising an improved graphics device for 
the ZX80. The company will have a hand 
printed graphics system using memory 
mapped video. This peripheral will be 
available once the 8K ROM is released. 
Innovision, P.O. Box 1317, Los Altos, CA 
94022 


Voicetek of Goleta, California has been 
authorized by Sinclair Reasearch Limited 
to develop a speech recognition unit. The 
project has been delayed until the intro- 
duction of the ZX80 16K RAM. Voicetek, 
6690 Abrego, Goleta, CA 93017. 

Sinclair Research Limited now expects 
to have the 8K Basic ROM for the ZX80 
available by March 1981. The new Basic 


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allows the use of floating point arithmetic 
to nine digit accuracy, and contains log 
and trig functions with inverses. This ROM 
facilitates improved graphics, and contains 
37 new functions including DRAW, DATA, 
ARCSIN, VAL, and SCROLL. The plug- 
in conversion includes a new keyboard 
template and a supplementary manual, and 
should sell for $40. Sinclair Research Ltd., 
50 Staniford St., Boston, MA 02114. 
Sinclair has also officially announced 
the long-awaited 16K RAM expansion for 
the ZX80 computer. The module has 
received FCC certification and is expected 
before the end of January 1981. The unit is 
housed in a plastic box the size of two 
cassette tapes, and plugs into the expansion 
port at the rear of the computer. Sinclair 
is now taking orders for the $99.99 RAM.[] 


Resources for the ZX80 and MicroAce 


In the last issue SYNC presented a list 
of 24 companies and organizations with 
products related to the ZX80. Below there 
is a supplement to the original resource 
list. If you missed that first issue. send 
$2.50 or £1.25 to SYNC, and we will gladly 
send it. 

We welcome entries from manufacturers 
and readers for the resources column. Please 
include the name of the item, a brief 
description, price. and complete data on 
how to obtain it. Send contributions to 
SYNC Resources, 39 East Hanover Avenue. 
Morris Plains. New Jersey 07950. 


Software 


Six programs for the ZX80 — £4.95 U.K. 
Bramwell Enterprises 
87 Anderson Crescent 
Great Barr. Birmingham B43 7ST 
England 


Graphics for the 1K ZX80 
C12 Cassette with four programs : Symmet- 
rical Patterns. Large Print. Draw a Picture. 
Plot a Picture 
Cassette and manual — £ 8.00 
Graphics manual only — £ 3.00 
Bridge Software 
36 Fernwood 
Marple Bridge 
Stockport. Ches. SK6 5BE 
England 


Self-Instruction Courses for the ZX80 
Cambridge Learning Ltd. 
Unit SS 
Rivermill Site 
Егее Post. St. Ives 
Huntingdon. 
Cambs. PE17 BR 
England 


Assorted games packages for the ZX80 
4K — £5.95 and — £9.95 

Database Consultancy 

105 Fairholme Ave. 

Gidea Park. Romford 

Essex RM2 5UR 

England 


Assorted software for the ZX80 Kala — 
£2.75 
Hewson Consultants 
7 Grahme Close 
Blewbury. Oxfordshire QX11 9QE 
England 


48 


The ZX80 Pocket Book — £ 4.95 U.K. 
Phipps Associates 
3 Downs Avenue 
Epsom. Surrey KT18 5HQ 
England 


ZX 80 Software: 
Pointasketch. Nim, Mothership, Pharoah's 
Tomb. XOX. AddMax. SubMax. MultiMax. 
DivMax. (decimals-10 digit). Hotel (50 room 
bookings). Playmath. Biorhythms. 
Send SASE for detailed list and free pro- 
gram. 

Datalog 

20 Aylen Rd. 

Portsmouth, England PO3 5HB 

England 


Z X80 АК Programs: 
Star Trek. Pontoon. Adventure - £5.95 
(£2.45 each) 

M. Bates 

Dever Barn 

Micheldever 

Winchester. Hants 

England 


Cases for ZX80 Systems 
Phoenix Management Services 
Paragon House 
46 Kent House Lane 
Beckenham. Kent 
England 


ZX80 Software: Moon Lander. Pontoon. 
Calendar. Maths test — £ 2 
P. Pickering 
56 Lennox Road 
Todmorden. Lancs. OLI4QD 
England 


Software Cassette: Random number guess- 


ing, Memory Test, Reaction Speed Game, 
Hangman — £6.00 


Educational Aid Cassette — £ 5.00 


Rose Cassettes 
P.O. Box 28 


Solihull. West Midlands B91 3LU 
England 


Tutor programs for ІК and 2K Z X80 
IK listing — £ 3.00 ($7.00) 
2K listing — £ 5.00 ($12.00) 
Wyncom 
11 Furze Platt Road 
Maidenhead Berks. SL6 7ND 


Hardware 


Interfaces and Printers for the 2 Х80. 
Packages from $200.00 

CAI Instruments. Inc. 

2559 Arbutus Court 

Midland. MI 48640 


Sinclair ZX80 sales in New Zealand 
David Reid Electronics Ltd. 
C.P.O. Box 2630 
Auckland 1 
New Zealand 


Sinclair Z X80 sales in Canada 
Future Distributors. Inc. 
1189 Phillips Square 
Montreal. Canada H3B 3C9 


Gladstone Electronics 
1736 Avenue Road 
Toronto. Ontario M5M 3Y7 


Full-size keyboard for MicroAce 
Fully wired — $85.00 
Kit — $65.00 

Leonard Holmberg 

P.O. Box 6273 

Orange. CA 92667 


RF shielding kit for MicroAce — $3.00 
Outbound Engineering 
Р.О. Box 218 
Сһап ет. ТХ 75758 


Users Groups 


Publishes club newsletter. Send self- 
addressed. stamped envelope for free 
copy. 

National ZX80 Users Club 

Unit 3 

33 Woodthorpe Road 

Ashford 

Middlesex TW15 2RP 

England 


SYNC Magazine 


David Ahl, Founder and 
Publisher of Creative Computing 


You might think the term "creative com- 
puting” is a contradiction. How can some- 
thing as precise and logical as electronic 
computing possibly be creative? We think 
it can be. Consider the way computers are 
being used to create special effects in 
movies—image generation, coloring and 
computer-driven cameras and props. Oran 
electronic ‘“sketchpad” for your home 
computer that adds animation, coloring 
and shading at your direction. How about a 
computer simulation of an invasion of killer 
bees with you trying to find a way of keep- 
ing them under control? 


Beyond Our Dreams 


Computers are not creative per se. But 
the way in which they are used can be 
highly creative and imaginative. Five years 
ago when Creative Computing magazine 
first billed itself as "The number 1 maga- 
zine of computer applications and soft- 
ware," we had no idea how far that idea 
would take us. Today, these applications 
are becoming so broad, so all- 
encompassing that the computer field will 
soon include virtually everything! 

In light of this generality, we take "appli- 
cation’ to mean whatever can be done with 
computers, ought to be done with comput- 
ers or might be done with computers. That 
is the meat of Creative Computing. 

Alvin Toffler, author of Future Shock and 
The Third Wave says, read Creative Com- 
puting not only for information about how 
to make the most of my own equipment but 
to keep an eye on how the whole field is 
emerging. 

Creative Computing, the company as 
well as the magazine, is uniquely light- 
hearted but also seriously interested in all 
aspects of computing. Ours is the maga- 
zine of software, graphics, games and sim- 
ulations for beginners and relaxing profes- 
sionals. We try to present the new and im- 
portant ideas of the field in a way thata 14- 
year old or a Cobol programmer can under- 
stand them. Things like text editing. social 


creabive 
competing 


A REMARKABLE MAGAZINE 


"The beat covered by Creative Computing 
is one of the most important, explosive and 
fast-changing. "— Alvin Toffler 


simulations, control of household devices, 
animation and graphics, and communica- 
tions networks. 


Understandable Yet Challenging 


As the premier magazine for beginners, it 
is our solemn responsibility to make what 
we publish comprehensible to the new- 
comer. That does not mean easy; our 
readers like to be challenged. It means 
providing the reader who has no prepar- 
ation with every possible means to seize 
the subject rnatter and make it his own. 

However, we don't want the experts in 
our audience to be bored. So we try to 
publish articles of interest to beginners and 
experts at the same time. Ideally, we would 
like every piece to have instructional or 
informative content—and some depth— 
even when communicated humorously or 
playfully. Thus, our favorite kind of piece is 
acessible to the beginner, theoretically 
non-trivial, interesting on more than one 
level, and perhaps even humorous. 

David Gerrold of Star Trek fame says, 
"Creative Computing with its unpreten- 
tious, down-to-earth lucidity encourages 
the computer user to have fun. Creative 
Computing makes it possible for me to 
learn basic programming skills and use the 
computer better than any other source. 


Hard-hitting Evaluations 


At Creative Computing we obtain new 
computer systems, peripherals, and soft- 
ware as soon as they are announced. We 
put them through their paces in our Soft- 
ware Development Center and also in the 
environment for which they are intended — 
home, business, laboratory, or school. 

Our evaluations are unbiased and accur- 
ate. We compared word processing printers 
and found two losers among highly pro- 
moted makes. Conversely, we found one 
computer had far more than its advertised 
capability. Of 16 educational packages, 
only seven offered solid learning value. 

When we say unbiased reviews we mean 


it. More than once, our honesty has cost us 
an advertiser —temporarily. But we feel 
that ourfirst obligation is to our readers and 
that editorial excellence and integrity are 
our highest goals. 

Karl Zinn at the University of Michigan 
feels we are meeting these goals when he 
writes. "Creative Computing consistently 
provides value in articles, product reviews 
and systems comparisons ...in a magazine 
that is fun to read." 


Order Today 


To order your subscription to Creative 
Computing send payment to the appropri- 
ate address below. Customers in the 
continental U.S. may call toll-free to 
charge a subscription to Visa, MasterCard 
or American Express. 


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will refund your entire subscription price. 

Join over 80,000 subscribers like Ann 
Lewin, Director of the Capital Children's 
Museum who says, “I ат very much im- 
pressed with Creative Computing. |t is 
helping to demystify the computer. Its arti- 
cles are helpfu!, humorous and humane. 
The world needs Creative Computing." 


creabive 
compating 


Attn: Cindy 
P.O. Box 789-M 
Morristown, NJ 07960 
Toll-free 800-631-8112 
(In NJ 201-540-0445) 


27 Andrew Close, Stoke Golding 
Nuneaton CV13 6EL, England 


...A SCIENCE- 
FICTION 
CARTOON 
COMEDY 

ins SERIES IN 
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SYNC is the dynamite bi-monthly magazine for users of the Sinclair ZX80. The main 
focus is on applications, programming techniques, hints and tips for getting the most 
out of the ZX80. SYNC also reviews new peripherals, software and books for the 2Х80. 

Subscriptions to SYNC cost just $10 for six bi-monthly issues (£10 in the U.K.). Send to 
SYNC, 39 E. Hanover Avenue, Morris Plains, NJ 07950, USA.